Talk:Development of Doom

message: This is a pretty comprehensive article.  Why not move it to the main namespace and out of your user pages?  --ChrisRuvolo (t) 20:37, 16 Jun 2005 (UTC)
replies: text: I'd like to fill in some more gaps first. Fredrik | talk 20:38, 16 Jun 2005 (UTC)
thread_title: pretty comprehensive article

message: I showed this article to a friend and he remarked that the level design from the Doom Bible reminded him of level 1 in Doom II. He also told me that the Eager Beaver chainsaws are explicitely identified in Doom 3. I haven't played Doom 3, but I find both comments worthy of posting here. --193.43.89.206 19:10, 19 October 2007 (UTC)
replies: text: More information about the making of DOOM II should be introduced into the article, because the DOOM Bible refers to stuff that ends up in DOOM II, including a level, a "super shotgun" concept (the spray rifle described in section 14) and, most importantly, part of the story and general game progression. Thus, the making of both games is part of the same process, while a separate and additional "Making of DOOM II" article would make little sense in the Wikipedia, which does not specifically specialize in gaming content. DOOM and DOOM II are one game split into two products, and the idea of selling the series with shareware and then commercial releases was planned from inception (check the DOOM Bible.) So the level design in "the making" is not just by Romero, Hall, and Petersen, for example. McGee and Green also participated, through DOOM II. The article is already agreeing with what I'm saying here by mentioning the models for some of the DOOM II monsters. Who is like God? (talk) 10:09, 20 June 2010 (UTC)
thread_title:  Links with the sequels 

message: It doesn't seem to me that in the Doom bible there are any indications of a hub system like the one used in Hexen. In "An Overview of DOOM Features" it says "[t]he environment in DOOM is one big world", but assuming that means hubs like in Hexen is pure speculation. That a division into levels much like in Wolfenstein 3D was assumed seems pretty clear from all the descriptions, and as far as I can tell there aren't any notes saying that you would be able to return to previous sub-levels (or "hubs"), or that their data would be saved like in Hexen for when you return. The "one big world" seems to just be referring to the fact that you can have separate building-like constructions in the levels (arguably enhanced by the sky texture), as opposed to only square tunnels and but a hazy view of the horizon at the start, like in Wolfenstein 3D. It does seem that there would have been more exit choices (eventually implemented in a limited fashion with the secret levels), but not hubs as we know them (which aren't in Quake either, which the article seems to be implying). Any thoughts, or references I may have missed? Who is like God? (talk) 20:45, 17 January 2008 (UTC)
thread_title:  Hubs system 

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BetacommandBot (talk) 06:59, 2 January 2008 (UTC)
thread_title: Fair use rationale for Image:Doom 02.png

message: :Image:Doom Tei Tenga.png is being used on this article. I notice the image page specifies that the image is being used under fair use but there is no explanation or rationale as to why its use in this Wikipedia article constitutes fair use. In addition to the boilerplate fair use template, you must also write out on the image description page a specific explanation or rationale for why using this image in each article is consistent with fair use.
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BetacommandBot (talk) 07:00, 2 January 2008 (UTC)
thread_title: Fair use rationale for Image:Doom Tei Tenga.png

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thread_title: File:YangShuo.jpg Nominated for Deletion

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thread_title:  External links modified 

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thread_title:  External links modified (January 2018) 

message: The lead sentence breaks MOS:BOLDAVOID, so it needs to be changed. Otherwise, nice rewrite.  — Preceding unsigned comment added by Zzzoom (talk • contribs) 16:36, 9 February 2018 (UTC)
replies: text: Good point, fixed. Thanks! --PresN 16:53, 9 February 2018 (UTC)
thread_title:  Lead sentence