From: KWR08495@ACUVAX.BITNET (Karl W. Reinsch)
Newsgroups: bit.listserv.games-l
Subject: Press Release for next Id/Apogee game (*long!*)
Date: 6 Nov 92 21:35:00 GMT
Reply-To: "Karl W. Reinsch" <KWR08495@ACUVAX.BITNET>
Comments: Gated by NETNEWS@AUVM.AMERICAN.EDU
Original_To:  BITNET%"games-l@utarlvm1"

Date sent:  6-NOV-1992 15:33:43

 Hey guys!
 I found this on USENET in comp.sys.ibm.pc.games.
 Enjoy!

>Path: sun.rhrk.uni-kl.de!stepsun.uni-kl.de!rz.uni-karlsruhe.de!ira.uka.de!sol.c
tr.columbia.edu!usc!news!iat.holonet.net!jwilbur
>From: jwilbur@iat.holonet.net (Jay Wilbur)
>Newsgroups: comp.sys.ibm.pc.games
>Subject: Official DOOM information
>Message-ID: <Bx9KBE.5D8@iat.holonet.net>
>Date: 5 Nov 92 22:11:37 GMT
>Organization: HoloNet (BBS: 510-704-1058)
>Lines: 155
>
>Id Software
>
>
>FOR IMMEDIATE RELEASE
>Contact: Jay Wilbur
>Phone: 1-214-613-3589
>FAX:   1-214-686-9288
>
>
>Id Software to unleash DOOM on the PC
>
>Revolutionary Programming and Advanced Design Make For Great Gameplay
>
>DALLAS, Texas, November 5, 1992--Heralding another technical revolution in
>PC programming, Id Software's DOOM promises to push back the boundaries of
>what was thought possible on a 386sx or better computer.  The company
>plans to release DOOM in the third quarter of 1993.
>
>In DOOM, you play one of four off-duty soldiers suddenly thrown into the
>middle of an interdimensional war!  Wave after wave of demonic creatures
>spread through the research base where you're stationed.  You must
>eradicate the enemy and find out where they're coming from.  When you find
>out the truth, your sense of reality may be shattered!
>
>Later episodes feature a journey into another dimension, filled to its
>hellish horizon with fire and flesh.  Decide the fate of two universes as
>you battle to survive!  Succeed and you will be humanity's heroes; fail
>and you will spell its doom.
>
>The game takes up to four players through a futuristic world, where they
>may cooperate or compete to beat the invading creatures.  It boasts a much
>more active environment than Id's previous effort, Wolfenstein 3-D, while
>retaining the pulse-pounding action and excitement.  DOOM features a fully
>texture-mapped environment, non-orthogonal walls, light diminishing and
>light sourcing, variable height floors and ceilings, environment animation
>and morphing, palette translation, multiple players, and smooth gameplay.
>
>Id's Technical Director is very excited about DOOM: "Wolfenstein is
>primitive  compared to DOOM.  We're doing DOOM the right way this
>time. I've had some very good insights and optimizations that will make
>the DOOM engine perform at a great frame rate.  On a 486/33, we're talking
>35 frames per second, fully texture-mapped at normal detail, for a large
>area of the screen.  That's the fastest texture-mapping around--period."
>
>A Convenient DOOM Blurb
>
>DOOM (Requires 386sx, VGA, 2 Meg of memory)
>
>It's a real-time, three-dimensional, 256-color, fully texture-mapped,
>multi-player battle from the safe shores of our universe into the
>horrifying depths of the netherworld!  Choose one of four characters and
>you're off to  war with hideous hellish hulks bent on chaos and death!
>See your friends bite it!  Cause your friends to bite it!  Bite it
>yourself!  And if you won't bite it, there are plenty of demonic denizens
>to bite it for you!
>
>DOOM--where the sanest place is behind a trigger.
>
>
>DOOM FEATURES
>
>Texture-Mapped Environment
>
>DOOM offers the most realistic environment to date on the PC.
>Texture-mapping, the process of putting fully-drawn art and scanned
>textures on the walls, floors, and ceilings of an environment, makes the
>world much more real, thus bringing the player more into the game
>experience.  Others have tried this technique, but DOOM's texture mapping
>is fast, accurate, and seamless.  Texture-mapping the floors and ceilings
>is a big improvement over Wolfenstein.  Using the power of a 24-bit
>scanner and multiple NeXT workstations, Id brings new meaning to
>"state-of-the-ART."
>
>Non-Orthogonal Walls
>
>Wolfenstein's walls were always at ninety degrees to each other, and were
>always eight feet thick.  DOOM's walls can be at any angle, and be of any
>thickness.  Walls can have see-through areas, change shape, and animate.
>
>This allows more natural construction of levels.  If you can draw it on
>paper, you can see it in the game.
>
>Light Diminishing/Light Sourcing
>
>Another touch adding realism is light diminishing.  With distance, your
>surroundings become enshrouded in darkness.  This makes areas seem huge
>and intensifies the experience.  Light sourcing allows lamps and lights to
>illuminate hallways, explosions to light up areas, and strobe lights to
>briefly reveal things near them.  These two features will make the game
>frighteningly real.
>
>Variable Height Floors and Ceilings
>
>Floors and ceilings can be of any height, allowing for stairs, poles,
>altars, plus low hallways and high caves--allowing a great variety in for
>rooms and halls.
>
>Environment Animation and Morphing
>
>Walls can move and transform in DOOM, which provides an active--and
>sometimes actively hostile--environment.  Rooms can close in on you,
>ceilings can plunge down to crush you, and so on.  Nothing is for certain
>in DOOM.
>
>To this we can add the ability to have animated messages on the walls,
>information terminals, access stations, and more.  The environment can act
>on you, and you can act on the environment.  If you shoot the walls, they
>get damaged, and stay damaged.  Not only does this add realism, but
>provides a crude method for marking your path, like violent bread crumbs.
>
>Palette Translation
>
>Each creature and wall has its own palette which is translated to the
>game's palette.  By changing palette colors, one can have monsters of many
>colors, players with different weapons, animating lights, infrared sensors
>that show monsters or hidden exits, and many other effects, like
>indicating monster damage.
>
>Multiple Players
>
>Up to four players can play over a local network, or two players can play
>by modem.  You can see the other player in the environment, and in certain
>situations you can switch to their view.  This feature, added to the 3-D
>realism, makes DOOM a very powerful cooperative game.
>
>Smooth, Seamless Gameplay
>
>The environment in DOOM is one big world.  You enter and exit buildings,
>climb stairs, and so on.  Just like real life.  Everything is actual size.
>You never have to leave the game environment unless you quit or save your
>first game.  And the frame rate (the rate at which the screen is updated)
>is high, so you move smoothly from place to place, turning and acting as
>you wish, unhampered by the slow jerky motion of most 3-D games.  The game
>plays well on a 386sx, and on a 486/33, the normal mode frame rate is
>faster than movies or television.  This allows for the most important
>aspect of gameplay--immersion.
>
>DOOM will be available in the third quarter of 1993.  Our shareware
>distributor is Apogee Software, P.O. 476389, Garland, TX, 75047. Or call:
>1-800-GAME123.
>
>Our commercial distributor is FormGen, Inc.  Reach them at: FormGen, Inc.,
>13 Holland Drive, Ontario, Canada. Or call: 1-416-857-4143.
>
>EDITORS: Call the contact listed above for continuing development
>information and a preview copy when it becomes available.
>____________________________________________________________
>
>DOOM, Id, and Wolfenstein are trademarks of Id Software, Inc.
>
>--
>/-------------------------------------------------------------------------\
>| Jay Wilbur  | jwilbur@holonet.net      | CIS: 72600,1333 |   Fidonet    |
>| Id Software | AOL: Id Softwr           | GEnie: jjj      |  1:124/6300  |
>\-------------------------------------------------------------------------/


================================================================================
Karl W. Reinsch
InterNet: KWR08495@ACUVAX.ACU.EDU     BitNet: KWR08495@ACUVAX
 "If the Vikings were around today, they would probably be amazed at how
  much glow-in-the-dark stuff we have, and how we take so much of it for
  granted."
              - Jack Handey's "Deep Thoughts"
               from Saturday Night Live
================================================================================
Comments: Gated by NETNEWS@AUVM.AMERICAN.EDU