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The following changes should make the manual more available, and easier to understand: 1) "make dist" and "make install" will now include all translations of the manual. 1) A "freedoom-" prefix will be used in all cases in place of just "manual". 2) All languages will have a two letter suffix, so English is now "-en". 3) Only the PDF specified will be built when invoked in the top level directory. For example: make manual/freedoom-manual-en.pdf
935 lines
41 KiB
Text
935 lines
41 KiB
Text
= Freedoom Manual
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// SPDX-License-Identifier: BSD-3-Clause
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:toc:
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:toc-title:
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image::../graphics/titlepic/titlepic.png[Freedoom Title Image,align="center",width=380,pdfwidth=50vw]
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Welcome to Freedoom, a complete game that is
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https://www.gnu.org/philosophy/free-sw.html[free]
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and https://opensource.org/osd/[open source software].
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Freedoom is made available under the <<licence,modified BSD license>>, meaning that
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anyone is free to share it, modify it and reuse parts of it.
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For more details, see the website at https://freedoom.github.io/.
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== Installing Freedoom
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Freedoom is distributed as three files named `freedoom1.wad`, `freedoom2.wad`
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and `freedm.wad` which contain the artwork, levels, music and sound
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effects that make up the game.
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To actually play the game, you can use one of many adaptations ("source ports")
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of the original Doom program that fans have developed for modern systems.
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The Doom Wiki
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https://doomwiki.org/wiki/Source_port[source ports page] has a
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comprehensive list of such programs. As a starting point, you can try:
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* https://zdoom.org[GZDoom], a modern source port that includes hardware
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rendering and extended mod capability.
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* https://www.chocolate-doom.org/wiki/index.php/Crispy_Doom[Crispy Doom],
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a more minimalist source port that retains an “old school” feel.
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Setup depends on the source port you use, and it’s best to refer to the
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instructions for that source port. Generally though, you can try one of the
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following:
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* Place the Freedoom `.wad` files into the same folder as the source port
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before launching. The source port may be able to automatically detect them.
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* If launching from the command line, try
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eg. `my-favorite-port -iwad freedoom1.wad`.
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Freedoom is split into _Freedoom: Phase 1_ (`freedoom1.wad`) and
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_Freedoom: Phase 2_ (`freedoom2.wad`). _Phase 1_ is split into four separate
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episodes of eight levels each, while _Phase 2_ is a single, 30 level campaign.
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This gives 62 levels to play through, plus the secret levels -- if
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you can discover how to reach them.
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FreeDM (`freedm.wad`) is a monster-free set of levels, made specifically
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for player-versus-player. For how to host a multiplayer game,
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check the instructions on your source port.
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<<<
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[[menus]]
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== Using the Freedoom Menus
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The main menu can be brought up at any time by pressing the
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_Esc_ key on your keyboard.
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image::images/menu-mainmenu.png[Freedoom Main Menu,align="center",width=380,pdfwidth=50vw]
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[cols="2,5",width="100%",align="center",valign="middle"]
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|==========================
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| <<newgame,**New game**>> | Start a new game, abandoning the current game (if you’re
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already playing).
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| **Options** | Brings up the options menu. The appearance of this menu
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and the available options depend upon the source port you’re using.
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| <<savegame,**Load Game**>> | Load a saved game.
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| <<savegame,**Save Game**>> | Save your current game, so that you can continue playing
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later.
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| **Read This!** | Brings up a help screen showing the
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items you’ll encounter in the game.
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| **Quit Game** | Exit to the operating system.
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|==========================
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[[newgame]]
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=== Starting a new game
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[**Shortcut:** On most source ports, if you repeatedly hit _Enter_ after the
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program has started, you will start a new game on the default skill level
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(in the first episode if you're playing Phase 1). You do not need to do this quickly.]
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To start a new game, press _Esc_ to bring up the main menu, and choose
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_New Game_.
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When starting a new game, you may be prompted to choose which episode to
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start playing.
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image::images/menu-episode.png[Freedoom Episode Menu,align="center",width=432,pdfwidth=50vw]
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If you’re new to the game, start with Phase 1 _Outpost Outbreak_, the first
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episode (and easiest). There is no requirement to play episodes in order.
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[[skill]]
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After choosing an episode, you need to pick a skill level. Skill level
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affects several factors in the game, most importantly the number of
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monsters you’ll encounter.
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image::images/menu-skill.png[Skill Selection Menu,align="center",width=473,pdfwidth=50vw]
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[cols="1,5,13",width="90%",align="center",valign="middle"]
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|==========================
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| 1 | **Please Don’t +
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Kill Me!** | The easiest skill level. This is
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effectively the same as _Will This Hurt?_, except that damage is halved.
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| 2 | **Will This Hurt?** | Easy skill level.
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| 3 | **Bring On +
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The Pain.** | The default skill level.
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| 4 | **Extreme Carnage.** | Hard skill level.
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| 5 | **MAYHEM!** | **Not Recommended**. This is equivalent to
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_Extreme Carnage_ except that monster attacks are up to twice as fast,
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and killed monsters come back to life after around 40 seconds.
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|==========================
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[[savegame]]
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=== Loading and saving the game
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It is a good idea to save the game regularly -- for example, at the start
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of each new level. You may also want to save the game after completing a
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challenging section of a level so that you do not have to repeat it again
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if you die.
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image::images/menu-save-game.png[Save Game Menu,align="center",width=473,pdfwidth=50vw]
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To save the game, press _Esc_ to bring up the menu, select _Save Game_ and
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choose a slot to save in. Type a memorable description for the save game (e.g.,
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“E1M3 - Blue Key Door”) and press _Enter_. If there are no free slots, you can
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overwrite an existing one, destroying the old data.
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To restore your saved game, select _Load Game_ from the main
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menu and choose your saved game.
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If you find yourself saving the game often, you may want to use the
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_Quicksave_ feature. Press _F6_ during play to quicksave. The _Save Game_
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menu appears as usual; choosing a slot makes that your quicksave slot.
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Pressing _F6_ again in the future will overwrite your quicksave slot
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without navigating the menu.
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You can restore your quicksave slot with the menu or by pressing _F9_.
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[**Warning:** Chocolate Doom emulates an original _Doom_ bug that makes it crash
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when you save a game while too much is going on in the level. This can be disabled
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in `chocolate-setup` under "Vanilla savegame limit".]
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=== Quitting the game
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When you’re finished playing Freedoom, press _Esc_ to bring up the main
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menu and select _Quit Game_ to exit. (You may want to <<savegame, save
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your game>> first.)
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=== Keyboard shortcuts
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The function keys instantly open some common menu items:
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[cols="2,6,16",width="90%",align="center",valign="middle"]
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|==========================
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| **Esc** | <<menus,Menu>> | Bring up the main menu.
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| **F1** | Help | Bring up the help screen that shows information about the
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in-game items.
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| **F2** | <<savegame,Save>> | Bring up the _Save Game_ menu.
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| **F3** | <<savegame,Load>> | Bring up the _Load Game_ menu.
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| **F4** | Volume | Bring up the sound and music volume sliders.
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| **F6** | <<savegame,Quicksave>> | Save the game to your quicksave slot.
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| **F7** | End Game | End the current game and return to the title screen.
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| **F8** | Messages | Toggles showing on-screen messages for pickups,
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keys, cheats, etc..
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| **F9** | <<savegame,Quickload>> | Load the game in your quicksave slot.
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| **F10** | Quit Game | Quit the game and return to the operating system.
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| **F11** | Gamma | Cycle through the in-game display brightness levels.
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|==========================
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<<<
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== How to Play
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image::images/map01-sshot.png[Freedoom Screenshot,width="640",pdfwidth="70vw",align="center"]
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Freedoom is a real-time first-person shooter (FPS). You’ll be exploring a
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series of levels, in each one trying to find the way to the exit. An
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assortment of monsters will try to stop you, and you’ll need to use weapons
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to defend yourself. Portions of the levels may be inaccessible until you
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find a particular key, or find a switch to open a passage. Gameplay will
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involve hidden-object exploration puzzles as well as real-time action
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puzzles about placing and timing the shots of your weapons.
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A table of the core in-game controls follows. **_Doom_'s defaults are widely
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considered suboptimal;** check your source port for how to reconfigure them.
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Common alternatives are provided but no single "best" solution works for
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everyone -- you need to experiment. At minimum you must be comfortable
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moving in any one of the four directions while turning and shooting.
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[options="header",cols="1,1,1,1",width="100%",align="center",halign="center"]
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|==========================
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| Function | Default control 1 | Default control 2 | Common alternative
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| Move forward / backward | Up/Down | Move mouse (or Mouse2 for forward) | W/S^1^
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| Move ("strafe") left/right | ,/. | Alt (or Mouse3) + Left/Right | A/D
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| Turn left/right^2^ | Left/Right | Move mouse | Move mouse
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| Fire | Ctrl | Mouse1 | Mouse1
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| Use | Space | Double-click Mouse2 or Mouse3 | E
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| Run^3^ | Shift | _<none>_ | Shift
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|==========================
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^1^On a QWERTY keyboard the W, S, A and D keys
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form a second set of arrow keys for the left hand.
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^2^If you have a monster, a barrel or a PvP opponent crossing the middle
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of your screen when your weapon discharges, the game will adjust your
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vertical aim for you. Some source ports will let you disable this
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behaviour and aim manually instead.
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^3^Most source ports have an "Always Run" option where holding this key
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makes you go slower instead. Since the player character does not get tired,
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going slow only helps for increased precision.
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<<<
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=== A Tutorial
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image::images/e1m1-tutorial-sshot.png[Freedoom Screenshot,width="640",pdfwidth="70vw",align="center"]
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This tutorial will introduce you to every basic action you need to play
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and beat all of Freedoom.
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Start a new game in Phase 1, Episode 1 on easy and follow the steps.
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Skip anything that bores or confuses you, and redo anything you find
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challenging as long as you like, before moving on to the next thing or
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redoing a previous thing.
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. Try moving forward, backward, left, and right.
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Trace a square. Try both directions. Try doing a figure eight.
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(Don't leave the cage yet -- there are monsters outside.)
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. Turn around in a circle to examine your surroundings. Go at your own pace,
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stopping or reversing to look at anything whenever you want.
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Do a second circle, moving a little bit as you go, and watch how that
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changes the perspective and how sideways movement can help you see
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how long a wall or how far away an object is.
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. Move back to the middle of the cage. Turn to point your handgun
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directly at one of the doorframe columns.
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. Move -- without turning -- so that your handgun is pointed at the other column.
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(Bonus points if you can come to a natural stop on target.)
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. Move a bit left or right, then turn to point at the column again.
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Do it again, but start turning before your momentum wears off.
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Do this again a few times, cycling through all four directions and turning
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sooner and sooner until you are pointing and the moving seamlessly.
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(Move backwards or forwards to reset if you start running into walls.)
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. Try doing a square (or figure eight, etc.) while pointing at the column
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the entire time. Prioritize smoothness over precision -- it's better to
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be close most of the time than perfect some of the time.
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. Move to one of the corners with the beds on them so that the column is
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no longer in your line of sight. Move in and out of sight with
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the column playing "Peek-A-Boo" with it. Mess with distance and timing.
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Try to stay pointed at the column even when you can't see it.
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. Play around with the above for a bit. Try pressing the Fire key to shoot at
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the column, both standing still and moving, and note where and when
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the bullet puffs appear. (Stop shooting before your ammo count goes below
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30 or so -- you will need those for later!)
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. Tap the 1 key on the keyboard to switch to your fist, and try to punch the
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column and see how far away you can do it. Tap the 2 key to switch back
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to the handgun.
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. Try to do everything while holding down the Run key.
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. Enter the trench and kill a <<enemies,zombie>>. Try not to get hit.
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. Once you're safe, look near the zombie's body to see if it may have left
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a <<ammo,clip>>. If it has, move over it to pick it up.
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. Go back the way you came. Go up to the lift like you're going to punch it,
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then hit Use to call it down. Get on it and it will take you back up.
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Pick up the items in the upper area to restore or boost your health.
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. Explore the rest of the area. You will find two doors, which can be
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opened with the Use key just like the lift. The lower door will take you
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closer to the exit, while the higher one leads to a more
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difficult but more rewarding detour.
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. Once you've decided which way to go, open the door -- and get ready
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to start playing Gun Peek-A-Boo again...
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<<<
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=== The Status Bar
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At the bottom of the screen, you’ll see the status bar, which is divided into
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the following sections:
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image::images/status-bar.png[Freedoom Status Bar,width="640",pdfwidth="70vw",align="center"]
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[cols="2,5",width="90%",align="center",valign="middle"]
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|==========================
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| **Ammo** | Number of units of <<ammo,ammunition>> remaining for the current
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weapon.
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| **Health** | If this reaches zero, you’re dead! See the
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<<health,health section>> for power-ups you can find to replenish your health.
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| **Arms** | Which weapons you’ve found so far. Check out the
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<<weapons,weapons section>> for more information.
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| **Freedoomguy** | A quick visual indication of how your health is.
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| **Armor** | The more armor you have, the less your health will suffer if
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you’re injured. See the <<armor,armor section>> for more information.
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| **Ammo counts** | How much you’re carrying of each of the <<ammo,four types of
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ammunition>>, and the maximum of each you can carry.
|
||
|==========================
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||
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<<<
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[[items]]
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=== Items
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||
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Within the game you’ll encounter various collectible items: <<weapons,weapons>>,
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<<ammo,ammunition>>, <<health,health>>, <<armor,armor>>, <<keys,keys>> and
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some <<specialitems,rarer power-ups>> which give you special abilities.
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Picking something up is a simple matter of walking over it -- an
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on-screen message and a brief flash of the screen indicate that you’ve done so
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successfully. If you don’t pick it up, it’s likely you don’t need it right
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now (for example, you can’t pick up a health refill when you already have 100%
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health). If an item gives you more than you can carry, the difference is lost.
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[[weapons]]
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=== Weapons
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You start the game with only a handgun, 50 bullets and your fists.
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Exploring the level will reveal more weapons and ammo that you can pick up and use.
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Pressing the number key on the keyboard switches to the given weapon
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(if you have it). Apart from the melee weapons, each weapon consumes a
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certain type of ammo, which may be found somewhere in the level.
|
||
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[options="header",cols="3,1,9",valign="middle",width="100%"]
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|==========================
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| Weapon | Key | Description
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| **Fist** | 1 | If you have no ammunition, you can always fall back on punching the
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monsters with your bare hands. _Ammo:_ None
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| **Ripsaw** +
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image:../sprites/csawa0.png[Ripsaw] |
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||
1 | Designed for cutting through wood, the ripsaw
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||
also works well as a melee weapon for cutting through flesh. _Ammo:_ None
|
||
| **Handgun** +
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image:../sprites/pista0.png[Handgun] |
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2 | Your starter weapon. Its main purpose is to let you fight your way to
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a better weapon, and to hit shootable switches without wasting a second bullet.
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_Ammo:_ Bullets
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| **Pump-action Shotgun** +
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||
image:../sprites/shota0.png[Pump-action Shotgun] |
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||
3 | Shoots seven pellets in a fan pattern, letting you hit multiple
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||
targets or one big one. _Ammo:_ Shells
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||
| **Double-barrelled Shotgun** +
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||
image:../sprites/sgn2a0.png[Double-barrelled Shotgun] |
|
||
3 | Stronger tolerance for powerful loads means better
|
||
projectile fragmentation for almost 50% more hits per shell
|
||
across a wider spread. Good for short range against groups of
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||
enemies. _Ammo:_ Shells
|
||
| **Minigun** +
|
||
image:../sprites/mguna0.png[Minigun] |
|
||
4 | A much better use for your bullets than the handgun.
|
||
Up to forty seconds of bringing the pain to keep you safe.
|
||
_Ammo:_ Bullets
|
||
| **Missile Launcher** +
|
||
image:../sprites/launa0.png[Missile Launcher] |
|
||
5 | Fires missiles that deal a lot of damage on impact, then explode to take
|
||
out any smaller monsters nearby. Be careful not to get caught in the blast!
|
||
_Ammo:_ Missiles
|
||
| **Polaric Energy Weapon** +
|
||
image:../sprites/plasa0.png[Polaric Energy Weapon] |
|
||
6 | Produces a continuous stream of polaric energy
|
||
projectiles which are very effective against stronger monsters.
|
||
_Ammo:_ Energy
|
||
| **SKAG 1337** +
|
||
image:../sprites/bfuga0.png[SKAG 1337] |
|
||
7 | Experimental weapon that launches a single massive polaric energy ball,
|
||
then releases a secondary energy blast in the same direction!
|
||
Slow to shoot, but worth the wait. _Ammo:_ Energy
|
||
|==========================
|
||
|
||
[[ammo]]
|
||
=== Ammo
|
||
[options="header",cols="2,1,1",width="70%",align="center",valign="middle"]
|
||
|==========================
|
||
| Ammo type | Small | Large
|
||
| **Bullets** |
|
||
image:../sprites/clipa0.png[Bullet Clip] |
|
||
image:../sprites/ammoa0.png[Case of Bullets]
|
||
| **Shells** |
|
||
image:../sprites/shela0.png[Shotgun Shells] |
|
||
image:../sprites/sboxa0.png[Box of Shotgun Shells]
|
||
| **Missiles** |
|
||
image:../sprites/rocka0.png[Missile] |
|
||
image:../sprites/broka0.png[Crate of Missiles]
|
||
| **Energy** |
|
||
image:../sprites/cella0.png[Small Energy Recharge] |
|
||
image:../sprites/celpa0.png[Large Energy Recharge]
|
||
| **Backpack** |
|
||
- |
|
||
image:../sprites/bpaka0.png[Backpack]
|
||
|==========================
|
||
|
||
The backpack gives one small pickup's worth of every ammo type.
|
||
Once you have one, you can carry twice as much ammo as normal
|
||
for the rest of the game.
|
||
|
||
[[health]]
|
||
=== Health
|
||
|
||
You start with 100% health. You die if your health reaches 0%.
|
||
|
||
Picking up any health item will give you the number shown, up to its limit.
|
||
The refills are limited to 100%, but the boosts (1% and 100%) are limited to 200%.
|
||
|
||
[options="header",cols="1,1,1,1",width="70%",align="center",halign="center"]
|
||
|==========================
|
||
| 1% | 10% | 25% | 100%
|
||
| image:../sprites/bon1a0.png[Health Boost] |
|
||
image:../sprites/stima0.png[Small Health Refill] |
|
||
image:../sprites/media0.png[Large Health Refill] |
|
||
image:../sprites/soula0.png[Ectoplasmic Surge]
|
||
|==========================
|
||
|
||
[[armor]]
|
||
=== Armor
|
||
|
||
You start with 0% armor. Picking up a vest will get you up to the number
|
||
shown, while each small boost increases your armor until you reach 200%.
|
||
|
||
[options="header",cols="1,1,1",width="70%",align="center",halign="center"]
|
||
|==========================
|
||
| 1% | 100% | 200%
|
||
| image:../sprites/bon2a0.png[Armor Boost] |
|
||
image:../sprites/arm1a0.png[Force Field Armor Vest] |
|
||
image:../sprites/arm2a0.png[Attuned Force Field Armor Vest]
|
||
|==========================
|
||
|
||
Normal armor absorbs one third of damage you receive, rounded down.
|
||
if you have 100 health and 100 armor and are hit for 50 damage, you'll lose
|
||
34 health and 16 armor.
|
||
|
||
The attuned armor has slightly different behavior: in addition to being
|
||
worth 200% armor, it also absorbs half of all damage. Because the small
|
||
boosts add the same armor type you already have, it may be good to pick
|
||
up the attuned armor vest immediately if you don't already have one.
|
||
|
||
[[keys]]
|
||
=== Keys
|
||
|
||
image:../sprites/bkeya0.png[Blue Passcard] image:../sprites/bskua0.png[Blue Skeleton Key] +
|
||
image:../sprites/ykeya0.png[Yellow Passcard] image:../sprites/yskua0.png[Yellow Skeleton Key] +
|
||
image:../sprites/rkeya0.png[Red Passcard] image:../sprites/rskua0.png[Red Skeleton Key]
|
||
|
||
Keys you to open certain locked doors and activate locked switches.
|
||
Usually essential to be able to progress, although they sometimes allow
|
||
access to shortcuts or secret areas.
|
||
|
||
=== Color blind accessibility
|
||
|
||
Freedoom's keys are designed to be distinguishable not just by color but
|
||
also by shape, to make the game more accessible to color-blind players.
|
||
Each key color has an associated shape:
|
||
|
||
[cols="2,3",width="50%",align="center",valign="middle"]
|
||
|==========================
|
||
| **Key color** | **Shape**
|
||
| Blue | Diagonal cross
|
||
| Yellow | Vertical lines
|
||
| Red | Horizontal lines
|
||
|==========================
|
||
|
||
These shapes are used consistently in the status bar icons,
|
||
the key sprites and on walls indicating keyed doors.
|
||
|
||
For the skeleton keys, pay attention to the direction that the horns point.
|
||
For example, here is how the different key icons appear in the status bar:
|
||
|
||
image:images/key-icons.png[Key icons,align="center"]
|
||
|
||
[[specialitems]]
|
||
=== Special Items
|
||
|
||
You may also encounter any one of these while exploring:
|
||
|
||
[cols="1,3",width="90%",align="center",valign="middle"]
|
||
|==========================
|
||
| **Low-Light Goggles** +
|
||
image:../sprites/pvisa0.png[Low-Light Goggles] |
|
||
Let you see in the dark. +
|
||
Lasts 2 minutes.
|
||
| **Area Survey Map** +
|
||
image:../sprites/pmapa0.png[Area Survey Map] |
|
||
Reveals unexplored areas of the map, including some secret areas that
|
||
may not be immediately visible. +
|
||
Lasts the entire level but effective only for the current level.
|
||
| **Rescue Operations Suit** +
|
||
image:../sprites/suita0.png[Rescue Operations Suit] |
|
||
Protects you from heat, toxins and radiation from damaging floors. +
|
||
Lasts 1 minute.
|
||
| **Strength Symbiote** +
|
||
image:../sprites/pstra0.png[Strength Symbiote] |
|
||
Increases your health back to 100%, and enhances your fists to do ten times their
|
||
normal damage. +
|
||
Health lasts until removed by damage; enhanced fists last only for that level. +
|
||
| **Invisibility Cloak** +
|
||
image:../sprites/pinsa0.png[Invisibility Cloak] |
|
||
Makes you almost invisible. Monsters still detect
|
||
your presence, but they'll find it much harder to aim. +
|
||
Lasts 1 minute.
|
||
| **Negentropic Surge** +
|
||
image:../sprites/megaa0.png[Negentropic Surge] |
|
||
Maxes you out to 200% health+armor. +
|
||
Lasts until removed by damage.
|
||
| **Vanguard Device** +
|
||
image:../sprites/pinva0.png[Vanguard Device] |
|
||
Makes you immune to all damage, allowing you to get
|
||
past overwhelming defences and unavoidable traps. +
|
||
Lasts 30 seconds.
|
||
|==========================
|
||
|
||
[[enemies]]
|
||
=== Enemies
|
||
|
||
The levels are filled with monsters who have no goal apart from stopping
|
||
you from completing your mission. Here’s a selection of some of these monsters
|
||
who you can expect to encounter.
|
||
|
||
[frame="none",cols="5,2",valign="middle",grid="none",align="center",width="100%"]
|
||
|==========================
|
||
| **Zombie** +
|
||
These brain-dead workers of iniquity are armed with a handgun and intent on
|
||
your destruction. Drops a bullet clip when killed. |
|
||
image:images/monster-zombie.png[Zombie,100,100,width=100%]
|
||
| **Shotgun Zombie** +
|
||
These guys traded their handgun for a shotgun and pack far more of a punch.
|
||
Drops a shotgun when killed. |
|
||
image:images/monster-shotgun-zombie.png[Shotgun Zombie,100,100,width=100%]
|
||
| **Minigun Zombie** +
|
||
As soon as you’re in sight of one of these, he’ll lock on with his minigun and
|
||
keep on firing until you’re dead. It’s best to take cover quickly or take him
|
||
out. Drops a minigun when killed. |
|
||
image:images/monster-minigun-zombie.png[Minigun Zombie,100,100,width=100%]
|
||
| **Serpentipede** +
|
||
Rank and file footsoldiers of the alien invasion. Let them get close and they’ll
|
||
tear you to shreds; at a distance they’ll instead rain down fireballs. |
|
||
image:images/monster-serpentipede.png[Serpentipede,100,100,width=100%]
|
||
| **Flesh Worm** +
|
||
Tough and fast-moving, these worms attack at close range and take several
|
||
shotgun blasts to take down. It’s best to keep back. |
|
||
image:images/monster-flesh-worm.png[Flesh Worm,100,100,width=100%]
|
||
| **Stealth Worm** +
|
||
Some flesh worms can bend light around them, making them
|
||
nearly invisible in darker and noisier environments. |
|
||
image:images/monster-stealth-worm.png[Stealth Worm,100,100,width=100%]
|
||
| **Hatchling** +
|
||
Ionized alien larvae that bodyslam you for surprising amounts of damage. |
|
||
image:images/monster-hatchling.png[Hatchling,100,100,width=100%]
|
||
| **Matribite** +
|
||
What sick mother sends her own babies to fight? Thus is the duty of empire. |
|
||
image:images/monster-matribite.png[Matribite,100,100,width=100%]
|
||
| **Trilobite** +
|
||
These flying orb-like things spit plasma and bite if you get too close. |
|
||
image:images/monster-trilobite.png[Trilobite,100,100,width=100%]
|
||
| **Pain Bringer** +
|
||
These guys take at least three rocket blasts to take down, and
|
||
while you’re trying they’ll shower you with energy projectiles. |
|
||
image:images/monster-pain-bringer.png[Pain Bringer,100,100,width=100%]
|
||
| **Pain Lord** +
|
||
If the Pain Bringer wasn’t tough enough, this one can take five rocket
|
||
blasts. |
|
||
image:images/monster-pain-lord.png[Pain Lord,100,100,width=100%]
|
||
| **Octaminator** +
|
||
Fast moving, tough, and fires homing missiles. Do not get into a boxing
|
||
match with one of these guys. |
|
||
image:images/monster-octaminator.png[Octaminator,100,100,width=100%]
|
||
| **Necromancer** +
|
||
If he’s not setting you on fire, he’s undoing all your hard work by bringing
|
||
his friends back from the dead. |
|
||
image:images/monster-necromancer.png[Necromancer,100,100,width=100%]
|
||
| **Combat Slug** +
|
||
These genetically-engineered living, slithering tanks have been fitted
|
||
with long distance flame throwers. |
|
||
image:images/monster-combat-slug.png[Combat Slug,100,100,width=100%]
|
||
| **Technospider** +
|
||
These cybernetic creatures fire high-capacity polaric energy support weapons,
|
||
making them a deadly challenge. |
|
||
image:images/monster-technospider.png[Technospider,100,100,width=100%]
|
||
| **Large Technospider** +
|
||
This tank on legs is equipped with a rapid-fire minigun and will take a lot
|
||
of effort to bring down. Immune to explosions from rockets and barrels. |
|
||
image:images/monster-large-technospider.png[Large Technospider,100,100,width=100%]
|
||
| **Assault Tripod** +
|
||
The ultimate blend of military technology and genetic engineering, these
|
||
three-legged creatures are fast-moving, heavily armored and equipped with a
|
||
missile launcher that you’ll want to avoid. Immune to explosions from rockets and barrels. |
|
||
image:images/monster-assault-tripod.png[Assault Tripod,100,100,width=100%]
|
||
|==========================
|
||
|
||
=== Using the map
|
||
|
||
When exploring Freedoom’s levels, it is sometimes possible to get lost,
|
||
especially if the level is particularly large or complex. Fortunately, the
|
||
map is available to help you find your way. Press the _Tab_ key during play to
|
||
bring up the map.
|
||
|
||
image::images/map.png[Map Screenshot,width="640",pdfwidth="70vw",align="center"]
|
||
|
||
Your current position and orientation are shown by a white arrow.
|
||
Areas of the map are usually color coded as follows:
|
||
|
||
[frame="none",cols="3,8",valign="middle",align="center",width="70%"]
|
||
|==========================
|
||
| **Red** | Walls (or possibly secret doors)
|
||
| **Yellow** | Changes in ceiling height, including doors.
|
||
| **Brown** | Changes in floor height (eg. steps)
|
||
| **Grey** | Undiscovered areas (not normally shown, but may be revealed
|
||
if the <<specialitems,Tactical Survey Map>> item is discovered).
|
||
|==========================
|
||
|
||
While using the map, the game continues as normal. Controls work as usual,
|
||
in addition to the following:
|
||
|
||
[frame="none",cols="1,4",valign="middle",align="center",width="80%"]
|
||
|==========================
|
||
| **Tab** | Toggle map.
|
||
| **-** | Zoom out.
|
||
| **+** | Zoom in.
|
||
| **0** | Maximum zoom out.
|
||
| **F** | Toggle whether the map follows the player. When turned off,
|
||
you can use the cursor keys to pan the view of the map around independent
|
||
of your current position.
|
||
| **G** | Toggle map grid.
|
||
| **M** | Add map bookmark at your position.
|
||
| **C** | Clear all bookmarks.
|
||
|==========================
|
||
|
||
=== Environmental Hazards
|
||
|
||
If the monsters weren’t enough, the environment itself poses hazards which
|
||
can hurt or even kill you!
|
||
|
||
[frame="none",cols="2,5,3",valign="middle",grid="none",width="100%"]
|
||
|==========================
|
||
| **Barrels** |
|
||
These exploding barrels litter many of the levels. Several shots with a handgun
|
||
are usually enough to make them detonate, damaging anything in their immediate
|
||
vicinity. Make sure when engaged in combat to never stand too close, or a stray
|
||
shot from an enemy may cause one to explode in your face! Be aware too of the
|
||
potential for chain reactions when several barrels are clustered together. |
|
||
image:images/hazard-barrels.png[Barrels,150,150,width=100%]
|
||
| **Damaging Floors** |
|
||
Red-hot lava and radioactive sludge are just two of the types of damaging floor
|
||
you can encounter in Freedoom’s levels. If walking over it is necessary, try to
|
||
find yourself a <<specialitems,rescue suit>>, a shorter path through the area,
|
||
or way to run over the area without touching the floor. |
|
||
image:images/hazard-slime.png[Radioactive slime,150,150,width=100%]
|
||
| **Crushing Ceilings** |
|
||
Many of the levels have been rigged with traps and this is just one of them.
|
||
These moving ceilings are often placed above tempting-looking items. Be very
|
||
careful not to get caught beneath one, or it will quickly crush you into a
|
||
paste! |
|
||
image:images/hazard-crusher.png[Crushing Ceiling,150,150,width=100%]
|
||
|==========================
|
||
|
||
=== Dying
|
||
|
||
Eventually you will get into a situation you can't handle and your player
|
||
avatar will be killed. You can take this as a sign to take a break from
|
||
playing, or reload your last saved game, or press Use to restart the level
|
||
with full health but no gear except your handgun and 50 bullets. (Some source
|
||
ports don't do this last one, but instead save your game at the start of
|
||
every level and pressing Use loads that game instead.)
|
||
|
||
There is no lives limit.
|
||
|
||
In multiplayer pressing Use will reset your health and inventory and put
|
||
you at the starting position, but the game itself continues normally.
|
||
It is possible to pick up ammo and die without using it so many times
|
||
that your team is forced to finish the map using only handguns,
|
||
dying in order to reload.
|
||
|
||
=== Tactical tips
|
||
|
||
If you’re struggling with the difficulty of the game, it may be worth looking
|
||
into some of these suggestions:
|
||
|
||
* Put time into setting up your controls -- both button/key assignment
|
||
and mouse/joystick turning sensitivity. No one configuration
|
||
is best for everyone and it is a good idea to experiment: whatever helps
|
||
you dodge projectiles and pop in and out of cover while keeping your
|
||
weapon pointed at the enemy, and provides the least distraction as you
|
||
move about the map looking for things, is good.
|
||
|
||
* Play with headphones. The game’s stereo separation can give helpful audio
|
||
cues about the positions of enemies and alert you to incoming projectiles.
|
||
Headphones give you a more precise way to pick up on these cues.
|
||
|
||
* Do *not* button-mash! Nearly every weapon has a slight cooldown period
|
||
when you let go of the Fire key, costing you time and giving your target
|
||
more opportunity to return fire. Holding down Fire will let you shoot
|
||
any weapon continuously until your ammo runs out or you let go.
|
||
|
||
* Take cover! Monsters only attack when you’re in their line of sight. You’ll
|
||
want to find hard cover (most opaque things that show up on your automap
|
||
without cheat codes) that you can put between yourself and any enemy you're not
|
||
actively hitting with your own weapon. Cover is particularly important
|
||
when facing certain monsters which can “lock on” to you (minigun zombie;
|
||
necromancer) and finding cover may be the only way to get them to stop
|
||
shooting long enough for you to return fire. Monsters with guns are also
|
||
not any better or worse at hitting you whether you are moving or standing
|
||
still, so you can't continuously dodge on open ground the
|
||
way you can against visible projectiles.
|
||
|
||
* Many of the levels are littered with exploding barrels. While these can pose
|
||
a danger to you, they’re equally dangerous to your opponents. A single,
|
||
well-timed shotgun blast aimed at a barrel can take down several enemies at
|
||
once. One barrel explosion can trigger another, so it can sometimes set off
|
||
a chain reaction that takes down a whole crowd -- but be careful that
|
||
doesn’t include you!
|
||
|
||
* If a monster gets injured by another monster, it’ll retaliate against the
|
||
one that injured it (this is called _monster in-fighting_). If faced with a
|
||
crowd of enemies, an effective strategy can be to stand in just the right
|
||
place so that those at the back shoot those at the front. Do it right and
|
||
they’ll spend more time fighting each other than fighting you, and the
|
||
survivors will be significantly weakened. Be aware though, that a monster
|
||
cannot be injured by a visible projectile launched by another of the same species.
|
||
|
||
* Sometimes you’ll face crowds of monsters, which can be overwhelming and also
|
||
drain your ammo supplies. Learn to master crowd control. The primary
|
||
instinct of all monsters is to move towards you. Circle around the crowd
|
||
continually -- this encourages them to cluster in a single spot that’s
|
||
easier for you to target. It also encourages monster in-fighting; if done
|
||
effectively, they’ll spend their energy killing each other and you’ll save
|
||
on ammunition.
|
||
|
||
* If you encounter flesh worms or stealth worms and are not at immediate
|
||
risk of being surrounded, the ripsaw is a great way to conserve ammo and
|
||
avoid taking damage. Worms can’t attack while being sawed, and if you
|
||
back into any corner that is roughly as wide as or narrower than a right
|
||
angle, they can only come at you one at a time.
|
||
|
||
<<<
|
||
|
||
[[wads]]
|
||
== Playing with fan-made WADs and mods ==
|
||
|
||
.Scythe MAP09 playing with Freedoom.
|
||
image::images/scythe-map09.png[Scythe MAP09,width="640",pdfwidth="70vw",align="center"]
|
||
|
||
One of the nicest features of Freedoom is its compatibility with the
|
||
catalog of thousands of fan-made levels made for the classic _Doom_ games.
|
||
Most popular mods and levels for _Doom_ and _Doom II_
|
||
can also be played with Freedoom.
|
||
|
||
For mods designed for the original _Doom_, use Freedoom: Phase 1
|
||
(`freedoom1.wad`); for others designed for _Doom 2_ or _Final Doom_,
|
||
use Freedoom: Phase 2 (`freedoom2.wad`). If you’re using the command
|
||
line, use the `-file` parameter when you start the
|
||
game. For example, to load the file `scythe.wad`:
|
||
|
||
my-favorite-port -iwad freedoom2.wad -file scythe.wad
|
||
|
||
If you’re not using the command line, you can try dragging and dropping the
|
||
`.wad` file onto the source port icon in your file manager -- several
|
||
source ports support this.
|
||
|
||
=== Suggested resources
|
||
|
||
Over more than two decades, literally thousands of _Doom_ levels have been
|
||
made, and there are so many that it may seem difficult to know where to
|
||
start. The following are some suggestions for where to look for the best
|
||
content:
|
||
|
||
* Doomworld’s https://www.doomworld.com/10years/bestwads/[Top 100 WADs Of All Time]
|
||
was written in 2003 and aimed to list the best works from the first 10
|
||
years of fan-made mods. It’s still a great list of classic mods.
|
||
|
||
* https://www.doomworld.com/cacowards/[The Cacowards] are Doomworld’s
|
||
annual award ceremony that recognizes the best releases from the _Doom_
|
||
community over the past year. This is a great way to find out about more
|
||
recent developments, including some of the more unusual mods that people
|
||
are releasing.
|
||
|
||
* The Doom Wiki’s https://doomwiki.org/wiki/List_of_notable_WADs[List of
|
||
notable WADs] contains an extensive list of fan-made WADs and includes
|
||
screenshots, maps and per-level statistics.
|
||
|
||
* Doomworld’s interface to the idgames archive includes the ability to
|
||
list the https://www.doomworld.com/idgames/index.php?top[top levels] based
|
||
on five star rankings by visitors to the site.
|
||
|
||
<<<
|
||
|
||
== Cheats ==
|
||
|
||
If you can't get through a spot regardless of <<skill,skill level>>,
|
||
or if you just want to experiment with game mechanics, try typing any
|
||
of these ingame (case insensitive, do not use any console):
|
||
|
||
[cols="2,4",width="90%",align="center",valign="middle"]
|
||
|==========================
|
||
| **IDDQD** | God mode. You take no damage other than telefrags.
|
||
| **IDFA** | Gives all weapons and ammo.
|
||
| **IDKFA** | Gives all weapons, ammo and keys.
|
||
| **IDCLIP** | Noclip mode. You are not stopped by collisions with walls or actors.
|
||
| **IDDT** | Reveals full map; type twice to reveal all enemies and items.
|
||
| **IDCLEVxy** | Starts a new game (which resets everything) on ExMy (Phase 1) or MAPxy (Phase 2).
|
||
| **IDMUSxy** | Change music to that of ExMy (Phase 1) or MAPxy (Phase 2).
|
||
| **IDCHOPPERS** | Gives the ripsaw weapon.
|
||
| **IDBEHOLDV** | Gives the vanguard device powerup.
|
||
| **IDBEHOLDS** | Gives the strength powerup.
|
||
| **IDBEHOLDI** | Gives the invisibility powerup.
|
||
| **IDBEHOLDR** | Gives the rescue suit powerup.
|
||
| **IDBEHOLDM** | Gives the area survey map.
|
||
| **IDBEHOLDL** | Gives the low-light goggles.
|
||
|==========================
|
||
|
||
<<<
|
||
|
||
== Freedoom is about freedom ==
|
||
|
||
When people hear about Freedoom, they often assume the name refers to price --
|
||
that the only thing this project aims to do is to provide an alternative to
|
||
Doom that can be obtained without paying money. But this is not the case.
|
||
|
||
The word "free" has two different meanings in English. We say "free" to mean
|
||
that something costs nothing, but we also use it to refer to freedom -- like
|
||
"free speech" or "the free press". Freedoom is about the latter. That might
|
||
sound confusing. What does it mean?
|
||
|
||
Imagine a world where artists could only buy paints from a single company. A
|
||
monopoly like that would mean paints would probably be more expensive, but the
|
||
price wouldn't be the main concern. The bigger issue would be the power that it
|
||
would grant to that company. The freedom of those artists to express themselves
|
||
would depend on the company supplying them their paints.
|
||
|
||
For over 30 years now, the Doom modding community has produced thousands upon
|
||
thousands of levels, mods and even entirely new games built upon the original
|
||
Doom games. These are works of art and ought to be recognised as such.
|
||
https://www.youtube.com/watch?v=KxYND6K6u8w[Doom is an art scene].
|
||
The raw material these works of art are made from is not paint or ink, but the
|
||
original game itself -- endlessly modified, reused and remixed into new
|
||
variations.
|
||
|
||
The authors of Doom, id Software, have historically been very generous to the
|
||
Doom community. From the time of the game's release they went out of their way
|
||
to share technical details with fans, and they later released Doom's source
|
||
code under a free software license -- something that was unknown in the games
|
||
industry at the time and should be commended. But despite this benevolence,
|
||
they have always held a position of power. Today, rather than being a small
|
||
independent studio, they and the Doom franchise are owned by a large
|
||
multinational corporation.
|
||
|
||
Everybody deserves to be able to experience the wonder that is Doom and take
|
||
part in its vibrant modding community that has endured for so many years. But
|
||
that community also deserves its freedom and independence. By providing a free
|
||
alternative that anyone can play, share, modify and reuse, we hope that's
|
||
something that Freedoom can help to provide.
|
||
|
||
== Contributing to Freedoom ==
|
||
|
||
Freedoom is a https://www.gnu.org/philosophy/free-sw.html[free content]
|
||
project contributed to by many users around the world. It is available as both
|
||
free in cost (free as in free beer) and in modification and redistribution
|
||
rights (free as in free speech) to end users, provided that the original
|
||
software license is included and/or viewable by users of modified or
|
||
redistributed versions.
|
||
|
||
If you’d like to contribute to the Freedoom project, please check out
|
||
the following community hubs:
|
||
|
||
* Freedoom's source repository: +
|
||
https://github.com/freedoom/freedoom
|
||
|
||
* the Freedoom discussion forum on Doomworld: +
|
||
https://www.doomworld.com/forum/17-freedoom/
|
||
|
||
* the Discord guild: +
|
||
https://discord.gg/9DA3fut
|
||
|
||
For more information on how to submit an addition, please see the following pages on how to use GitHub:
|
||
|
||
* How to use Git version control for contributions: +
|
||
https://help.github.com/en/github
|
||
|
||
* How to fork a project and create a pull request with Git: +
|
||
https://guides.github.com/activities/forking/
|
||
|
||
|
||
[[reusing]]
|
||
== Reusing portions of Freedoom ==
|
||
|
||
Since https://freedoom.github.io/about.html[Freedoom is free], some other
|
||
projects have used Freedoom’s assets. We think this is a great use of the
|
||
project and should be encouraged. If you use portions of Freedoom in your
|
||
project, please let us know by filing an issue or pull request on
|
||
Freedoom’s website project page at https://github.com/freedoom/freedoom.github.io.
|
||
|
||
[[licence]]
|
||
=== BSD 3-Clause copyright licence
|
||
|
||
Copyright © 2001-2024
|
||
Contributors to the Freedoom project. All rights reserved.
|
||
|
||
Redistribution and use in source and binary forms, with or without
|
||
modification, are permitted provided that the following conditions are
|
||
met:
|
||
|
||
* Redistributions of source code must retain the above copyright
|
||
notice, this list of conditions and the following disclaimer.
|
||
* Redistributions in binary form must reproduce the above copyright
|
||
notice, this list of conditions and the following disclaimer in the
|
||
documentation and/or other materials provided with the distribution.
|
||
* Neither the name of the Freedoom project nor the names of its
|
||
contributors may be used to endorse or promote products derived from
|
||
this software without specific prior written permission.
|
||
|
||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS “AS
|
||
IS” AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
|
||
TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A
|
||
PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER
|
||
OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
|
||
EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
|
||
PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
|
||
PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
|
||
LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
|
||
NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
||
SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||
|
||
For a list of contributors to the Freedoom project, see the file
|
||
CREDITS.
|