Doom 2 free download. DelphiDoom This is the translation of the Linux C source code of the game Doom to the Delphi programming langua Join/Login; Open Source Software. JIX is a windows based open source operating system. It best runs on Windows XP with JDK(Java Development Kit) installed. Where is sketch. It is also compatible with Windows 8, Windows 7. Celebrate DOOM's 25th anniversary with the re-release of DOOM II. This beloved sequel to the groundbreaking DOOM (1993) gave players the brutal Super Shotgun to bear against deadlier demons, and the infamous boss, the Icon of Sin. The re-release of DOOM II includes: - The Master Levels, 20 additional levels made by the community and supervised by the developers To save Earth, you must. Sms emulator mac. A few years after Doom was released in 1993, the main programmer of Doom (John Carmack), released the source code for this game, making Doom open-source. This allowed programmers to design source ports for Doom, thus allowing you to play Doom on modern Windows operating systems.
The original plan for the source code release involved a book Kreimeier was to write on the Doom engine; however, due to Doom's decreasing relevance in the gaming community, it was eventually judged not to be a marketable idea, and the project was abandoned. The source code was then released to the public.
/Source Ports |
Name | Homepage | Filesize | Author | Source | Description |
Chocolate Doom 2.2.1 | Link | 1000 KB | Simon Howard | Yes | An SDL-based Doom port that aims to emulate the original DOS executable behavior as closely as possible. Heretic, Hexen, and Strife ports are also available at the homepage. |
Doom Legacy 1.44 | Link | 1436 KB | Legacy team | Yes | Win32 version of this Doom port with high resolutions, Glide/OpenGL support, mlook with up-and-down shooting, jumping, translucency, key bindings, 32-player TCP/IP multiplayer with player-selected names and colors, skins, true-height sprites and the ability to load outside WADs while running. Supports TeamTNT's Boom port. Currently under development. |
Doom64EX 2.5 | Link | 7700 KB | Kaiser | Doom64EX aims to recreate the behavior to the original game as close as possible. Supports custom content that can also be compatible with the N64 version. It has high resolution, full 32 bit color and Boom/MBF features. | |
Doomsday 1.1.4 | Link | 2548 KB | Doomsday team | Yes | Great looking OpenGL Doom / Heretic / Hexen port. Requires accelerated OpenGL or Direct3D (DX6), DirectX 3 or newer (DirectX 6 for multiplayer games). Has mlook, high-res, enhanced menu, dynamic lights / flares and network support using DirectPlay. jDoom, jHeretic and jHexen all together in one neat package. Get this is you're going to play all three anyway. Does not contain 3D models, which are distributed as separate Model Packs. |
EDGE 1.35 | Link | 2231 KB | EDGE team | Yes | Win32 (DirectX 7) version of this Enhanced Doom Gaming Engine. GPL'ed, DOS binaries and Windows source available as well. Editing docs/utils can be found at our utilities section. Source also available as SVN repository at SourceForge. |
Eternity Engine 3.40.46 | Link | 1772 KB | Team Eternity | Yes | The custom engine of the Eternity TC project, which is being expanded to act as a stand-alone port. Based on Boom/MBF with some stuff from SMMU. Retains full Boom, MBF and SMMU compatability with exception of beta emulation (MBF) and thing script areas (SMMU). |
GZDoom 1.8.02 | Link | 1550 KB | Graf Zahl | GZDoom is a Doom source port based on ZDoom. It features an OpenGL renderer and lots of new features such as 3D floors, Dynamic lights, skyboxes, true color textures and models. | |
Odamex 0.7.0 | Link | 3583 KB | Odamex team | Yes | Open source Doom sourceport specialized in oldschool multiplayer features. Also has other enhancements over regular Doom such as mouselook and jumping (which can both be turned off on the server level). Full Boom compatibility. Launcher and server browser included, nothing else needed! |
PrBoom-plus 2.5.1.4 | Link | 9001 KB | Andrey Budko | Yes | Modified PrBoom port with uncapped framerate, variable gamespeed, re-record, walkcam, chasecam, full mouselook, fov, aspect ratio, smart totals and many other features, all without loss of compatibility. Also features autoloading of wads for demo playback, improvements in compatibility with original Doom, Boom and MBF, and options for 'compatibility with common mapping errors' and for playing back 'incompatible' demos. Latest test versions and a link to the SVN source are available here. |
ReMooD 0.8a | Link | 1444 KB | GhostlyDeath | Yes | Sourceport based on Doom Legacy. Uses SDL and aims to provide several multiplayer modes, uncapped framerate, scripting and other features. |
Risen3D 2.2.24 | Link | 5330 KB | Graham Jackson | Yes | Risen3D is an advanced, stand alone Doom port by Graham Jackson based on Jaakko Keranen's Doomsday port. The engine has popular features such as Full Boom and MBF compatibility, slopes, 3D floors, MD2 models, particle effects, high resolution texture options and R3D scripting. |
ScoreDoom 3.0 r4j2 | Link | 5484 KB | bilbohicks | Yes | Sourceport based on GZDoom which adds a score system. Points are scored when shooting/killing monsters, achieving map objectives, finding secrets and map items in the quickest time possible (as well as scoring points in other ways), etc. |
Zandronum 1.2 | Link | 16600 KB | Zandronum team | Yes | Continuation of the Skulltag source port, with uncapped framerate, additional game modes, and other fancy stuff for modern multiplayer Doom. |
ZDaemon 1.10 b01 | Link | 3480 KB | Raider | Based off of ZDoom 1.23 this port will allow you to hook up and play with other DOOM players the same way you do in any modern FPS. Create a ZDaemon account and keep track of your progress and watch as you slowly gain experience and levels the more you play. Up to sixteen players can join in a all out fragfest or four players working together to stay alive can revisit classic DOOM & DOOM II levels. | |
ZDoom 2.7.1 | Link | 2090 KB | Randy Heit | Yes | Win32 Doom port with high resolutions, translucency, up/down looking, a console, true key bindings, TCP internet play, completely compatible with TeamTNT's Boom source port, a particle system and has ACS, hubs and polyobjects from Hexen. Cajun Bot v0.97 included. Under development. The following files are optional: editing utils can be found here (19 Kb); specific level editor is Zeth v4.05 (340 Kb) or grab the updated WadAuthor cfg file here (13 Kb); the latest ACC is right here (46 Kb); demo level is right over here (219 Kb) and a reference guide here (72 Kb). Linux version available, DOS version only for old 1.17c. |
Name | Homepage | Filesize | Author | Source | Description |
ATB Doom | 1130 KB | Andy Bay | A first-generation Win32 Doom port. No longer updated. | ||
csDoom 0.7 beta | Link | 729 KB | Sergey | Yes | The first and server/client Doom port, with in-game joining. Based on ZDoom. Win32 version; FreeBSD/Linux versions are available at our Linux section. |
Doom Plus | Link | 252 KB | Carl Persson | SVGA, crouching/jumping, mlook with up/down shooting, new statusbar. | |
Doom3D 1.16 | Link | 470 KB | Paul Brook | Yes | Win9x/Me/2000 port with high-res, full TCP-IP network support, support for MD2 files and glBSP's 'gl-friendly nodes' specs, Matrix / Direct3D support (requires DirectX v6.0+) and full 3D stereoscopic effect via DIY 'Matrix' screen overlay. |
DoomGL 1.00 | Link | 333 KB | Michael Ryssen | Michael Ryssen's OpenGL Doom port. Under construction. Has option to use MD2 models instead of sprites (click here for an almost complete MD2 monster replacement pack, 4.5 MB). Has hi-res, mlook, dynamic lighting, coronas and decals. Text file and installation instructions can be found here. Alternatively, you can download DoomGL plus installation front-end here (4,05 MB). | |
DxHexen | Link | 664 KB | Joel Hunter | DirectX v6.1+ source port for Hexen v1.1 with very high resolutions and a fully 3D sound environment. Beta version but no longer updated. Source included. | |
glBoom | Link | 381 KB | Florian Schulze | GPL'ed OpenGL version of the official Win32 port of TeamTNT's Boom port called PRBoom. In beta. | |
glDoom 0.94e | 990 KB | Bruce Lewis | Bruce Lewis' OpenGL port for -any- Doom version (including shareware) provided it is the latest version 1.9. Based on WinDoom. Limited TCP/IP, high-res (of course). Beta version, but no longer updated. | ||
glHeretic 1.00 | 322 KB | Michael Ryssen | Yes | OpenGL Win32 port of Heretic. Works with commercial and shareware version. Has Mlook , high-res, dynamic lighting and optional MD2 file support (Gargoyle MD2 file by Kray Zee available here, 153 Kb; Disciple MD2 by sTuPiD fOoL Zee available here, 128 Kb). Text file here. | |
glHexen 0.90 | 387 KB | Michael Ryssen | Beta version of glHexen. Works only with registered Hexen v1.1. Has Mlook, high-res, dynamic lighting and optional scripted MD2 file support (but alas no MD2 monster files are yet available). | ||
Hexen32 0.2.4 | Link | 262 KB | Sheldon Clarke | Win32 port of Hexen which uses DirectDraw. Sound, music and networking are not functional yet. | |
IAS Doom | Link | 1096 KB | Extreme Audio Reality | Doom port based on WinDoom with Interactive Around Sound. More information and installation instruction can be found at their site. | |
LsdlDoom 1.4.4.4 | Link | 683 KB | Sam Lantinga | Yes | Based on Lantinga's SDLDoom port, which is in turn based on LxDoom. Uses Simple Directmedia Layer (SDL), has Boom support. More info and installation instructions at their site. Closed; merged with PrBoom. |
NetDoom 0.3 | Link | 380 KB | Peter Zhou | NetDoom is aiming to be an internet deathmatch port. It's based on PrBoom with the network code of JHexen, and requires DirectX 6+. | |
NTDoom | Link | 263 KB | Petteri Kangaslampi | Yes | Win32 port of Doom featuring music support, multiple resolutions, high color, and music. No longer updated. |
PrBoom 2.5.0 | Link | 3700 KB | Florian Schulze | Yes | This port started out as the official GPL Win32 port of TeamTNT's Boom, and has since merged with LxDoom and LsdlDoom. Compatible with Boom v2.02 features and 'most' of MBF, plus high resolutions, IP internet play and OpenGL rendering. Linux rpm/source also available. |
Skulltag 0.97d3 RC2 | Link | 289000 KB | Brad Carney | Skulltag is a deathmatch/cooperative/CTF internet mod based on ZDoom 2.0.60. Includes bots, custom levels, skins, several new weapons and OpenGL rendering. | |
U-Hexen | Link | 474 KB | millennium-3@yandex.ru | Yes | U-Hexen is yet another port of Hexen. Uses SDL. Works on Linux, FreeBSD, OpenBSD and Windows platforms. |
Vavoom 1.25 | Link | 2254 KB | Janis Legzdios | Yes | Windows DirectX 7 version of this Heretic, Hexen and Doom source port. Progs (= game logic, 1269 Kb) also available. You can get demo levels for Doom2, Heretic and Hexen as well, plus optional MD2 model files for Doom2, Heretic and Hexen . Has high resolutions, client/server architecture with in-game joining, freelook, jumping, 3D sound support, Direct3D rendering, progs, translucency, a console, limited Dehacked support and several things more. |
WDMP 0.9 | Link | 449 KB | Michael Ryssen | Yes | Split-screen Doom for up to four players. Based on NTDoom by Petteri Kangaslampi. Runs under Win32s or Win95 / NT. |
wHeretic 0.5a Build 9 | Link | 415 KB | Robin McLeod | First ever source port of Heretic. Tested with NT4 SP5 and Win95. Needs at least DirectX version 3. Supports A3D 2.0 for 3D positional sound. Single-player features are all there, including music, high-res, mlook and upped visplane / sprite / other keys limits. Has network play! | |
Win32 Doom | 372 KB | Jason Nelson | An early Win32 Doom port with purported TCP/IP compatibility. No longer updated. | ||
WinDoom 2.001 | Link | 244 KB | Dean Wiley | Win95/98 source mod for any Doom version, based on Bruce Lewis' Windoom port, with high-res, CD music, console, kill score and front-end. | |
WinDoom 0.96a | 220 KB | Bruce Lewis | Yes | 'Perfect' Win32 Doom translation with a console and CD player, no framerate limit, and limited TCP/IP support. No longer updated; used as stepping stone for glDoom port. | |
WinHeretic 0.82 | 258 KB | Michael Ryssen | Win95/98/NT source port for Heretic, which uses Windows GDI for graphics rendering and the MIDAS sound library. Has hi-res and pseudo-fullscreen mode. Minimal requirements are a Pentium with 16Mb of RAM. There is also a version for the 'Universal Save' technology available, see below. | ||
WinHeretic Universal Save 0.83 | 258 KB | Michael Ryssen | Yes | Win95/98/NT source port for Heretic, which uses Windows GDI for graphics rendering and the MIDAS sound library, using the Universal Safe technology. You need to download the Game Explorer as well as its ActiveX control. | |
WinHexen 0.20 | Link | 324 KB | Michael Ryssen | Alpha version of Michael Ryssen's Win32 Hexen port. Is used as stepping-stone to glHexen. Works only with registered Hexen v1.1. | |
ZDoomGL 0.75 | Link | 1358 KB | SlayeR | Yes | Michael Ryssen's OpenGL port of ZDoom v1.22. Under construction. More information can be found at its home page; text file here. You need the regular ZDoom installation as well (see above for download link). |
From DoomWiki.org
This article about a map is a stub. Please help the Doom Wiki by adding to it. |
Planisphere 2 | |
---|---|
Planisphere 2 cityscape | |
Author | Perro Seco |
Port | Limit-removing |
IWAD | Doom II |
Year | 2012 |
Link | Doomworld/idgames |
This mod was a runner-up for the 2012Cacowards on Doomworld! |
Planisphere 2 Google messenger on mac. is a single-level WAD for strongly limit-removing source ports, released in 2012 by Perro Seco. It is a replica of New York City. It was a runner-up at the 19th Annual Cacowards.
- 1Walkthrough
- 3Speedrunning
- 4Statistics
Walkthrough[edit]
Essentials[edit]
Other points of interest[edit]
Secrets[edit]
- In the first borough, make your way south, past a big rig, until you see a burning barrel behind a fence. Enter this area and use a lift to go up, then jump to the southwest to get a soul sphere. (sector 5312)
- At the five-way intersection south of Secret #1, head east, then north past a big rig until you can go through an alley to the west. Take the lift in this alley up, then head south and drop into the alley here. Head up the steps to reach the roof of this building, then take the south steps to reach a backpack and a super shotgun. (sector 5733)
- At the four-way intersection at the north end of the first borough, head east and enter the courtyard that has two health bonuses on a table. There is a switch at the southwest end of this courtyard. Flip it and quickly head back to the table, where a lift to the south has lowered which reaches the roof of the building. On the roof, drop to the ledge to the south that has imps and a medikit. (sector 1490)
- When you reach the middle borough, ignore the arrow on the ground pointing south and head east, then south at the intersection. A cacodemon will be here, along with a blood pool near a wall with pipes. Use this wall to reach a megasphere. (sector 4644)
- Head south on the street past Secret #4 until you reach a four-way intersection. Head southeast from the intersection into an alley with a switch, which lowers the lift behind you. Ride it up, then jump to the west. Use the lift here to go up, then jump to the east to get stimpacks, a megaarmor, and a box of rockets in a depression. (sector 4329)
- Head towards the middle of the middle borough and head east until you reach a bridge that is broken at the east end. From the entrance of this bridge, head south, then east, then north. Follow the alley until you reach a medikit. (sector 1764)
- Head out of the area where Secret #5 was and go west on the street until you see hedges to the north and south. Look to the south to spot a pool of blood and use the lift where it is at to reach energy cell packs and a medikit. (sector 651)
- Now head to the building southwest of there and use the lift to reach a plasma gun. Jump to the building to the south and head around to the south side to find a backpack. (sector 1765)
- In the middle borough, head to the southernmost bridge that goes directly east (as opposed to the bridges that go southeast) and near the entrance to the bridge is a pool of blood. Use the lift where it is and drop into the hole below to reach the secret. A berserk pack is on a crate here. (sector 904)
- Southeast of the red door, use the lift near the pool of blood to reach a soul sphere. (sector 618)
- Take either of the southeast bridges going to the eastern borough and at the south end, just north of a big rig, use the lift, then head west up the steps to rockets and an energy cell pack. (sector 2893)
- Northwest of the previous secret, use the lift, but ride it up instead of going through. Go south on the fence to reach an area with boxes of rockets. (sector 2832)
- At the eastern side of the broken bridge (mentioned in Secret #6), head north and use the lift, but ride it up instead of going through. Head north and west on the fence, then south and use the wall to lower a berserk pack. (sector 2014)
- Enter the Inferno Club and take the south lift. Use the switch here, which will lower the tallest building in the middle borough (which had cyberdemons that have been shooting at you). Go to where this building has lowered to reach a teleporter, which takes you to the nearby building to the northeast. Open the door and jump out the window to reach the top of another building, where an arrow points to another teleporter. This teleports you to the inside of a building with a mancubus and a switch that reveals another teleporter. You will be on the rooftop of another building further north. Jump into the hole in the center for the next teleporter, then use the lift to go up to another rooftop with yet another teleporter. You will enter a subway section. Head north into a room with spectres and a switch. Flip it and quickly run out of the room and south to the next teleporter. This takes you to a prison cell. Go on the crates and look out the west window to find a switch to shoot, which opens the cell. Head to the southeast end of the hall and get on the crates, then look south and shoot the switch. This will open a door nearby, leading to a green armor, rockets, and an energy cell. (sector 2580)
Bugs[edit]
- The level does not include any of the lumps created by a node builder, and will therefore only work in source ports which feature an internal node builder, such as ZDoom or Risen3D. (The author recommends GZDoom.) The level is too large to create regular nodes. It can be played in PrBoom+ if extended nodes are built with ZDBSP or DeePBSP.
- The dimensions are so large that collisions and hitscan traces will glitch unless using a port which fixed the blockmap overflow bug.
Areas / screenshots[edit]
Cityscape of New York.
Speedrunning[edit]
Routes and tricks[edit]
Current records[edit]
The records for the map at the Doomed Speed Demos Archive are:
Style | Time | Player | Date | File | Notes |
---|---|---|---|---|---|
UV speed | |||||
NM speed | |||||
UV max | |||||
NM100S | |||||
UV -fast | |||||
UV -respawn | |||||
UV Tyson | |||||
UV pacifist |
Miscellaneous demos[edit]
Style | Time | Player | Date | File | Notes |
---|---|---|---|---|---|
.zip |
Statistics[edit]
Map data[edit]
Things | 2023 |
Vertices | 32162* |
Linedefs | 37265 |
Sidedefs | 22684 |
Sectors | 6287 |
Things[edit]
This level contains the following numbers of things per skill level:
|
Technical information[edit]
Inspiration and development[edit]
Trivia[edit]
- Despite being set in 2040, the original World Trade Centre is still standing.
See also[edit]
Doom 2 Open Source Mod
Sources[edit]
External links[edit]
- Planisphere 2 at Doomworld/idgames
- Planisphere 2 at the Doom Speed Demo Archive
- Review at ONEMANDOOM: WAD Reviews