DOOM v0.2.4
Game Introduction
My attempt at remaking DOOM(1993) ╱❌ This project has NO raycasting in it, it uses the same rasterization with BSP+BVH approach as original DOOM. (read below for more detail) ▓❌ There's NO wall collision right now. It's not bugged - it's literally not there. !!!!!!!!!!!!! Play on TurboWarp for less lag !!!!!!!!!!!!!!!!! https://turbowarp.org/324569477 To import custom WAD files (if you have any) go to: https://xeltalliv.github.io/ScratchTools/WadToScratchImporter/ Controls(in menu): Arrow keys - change selected Enter - select Controls(in game)(select "Read this" in menu): Up/down arrow keys - move Left/right arrow keys - look Space bar - open doors/press switches(not implemented) 1-5 - (TEMPORARY) switch between maps G - (TEMPORARY) see how it works Z - map X - strafe C - run V - shoot (not implemented) 1-7 - change weapon (not implemented) P - pause (not implemented) Most of the data extracted from original DOOM1.WAD using javascript. Fullscreen images were extended(by hand) by me in GIMP(title image, "read this"). Also the image used in "read this" had all the controls edited. If you take those images from here, note that they are not original. Why it's not raycasting: Raycasting/raytracing goes over every position on the screen and computes the answer to the question "What should be here?". Rasterization goes over all the things and computes the answer to the question "Where this should be drawn?". THIS PROJECT IS USING RASTERIZATION. If you press "G", you'll clearly see it drawing the map wall-by-wall. Raycasting would've drawn one column fully before moving on to the next one. You can also find videos on YouTube showcasing how slowing down rendering in the original DOOM looks - it looks very similar. For example: https://youtu.be/RP7IW-xvRGw and https://youtu.be/ujXrQVyl610 Why is music like that: There is no single "correct" way for the music to sound. Original DOOM used something like midi and sounded differently depending on what sound card the game was running on. There are youtube videos comparing how it sounded on different sound cards. So playing that midi using scratch note blocks is just as "authentic" as any of the other 20+ versions. Also, it's more fun this way. Why arrow keys, and not WASD: Original game relies on a lot of keyboard keys around WASD that scratch can't detect. Moving it to keys that scratch can detect makes layout too awekward to use. So I came up with a different keyboard layout, that is more useable: right hand on arrow keys, left hand on Z,X,C,V keys. The "Read this!" image with controls has also been modified to reflect all the changes. Credits: Original game - ID Software. Where I got all information about how doom works - www.gamers.org/dhs/helpdocs/dmsp1666.html Sounds/music - http://www.wolfensteingoodies.com/archives/olddoom/music.htm MIDI TOOLKIT V2.0 - @RokCoder https://scratch.mit.edu/projects/410823542
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Author
Vadik1
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Game Information
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