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GPL-2.0-or-later: Known as the Doom engine, originally used for Doom, Doom II, and clones. Heretic and Hexen. id Tech 2: id Software: 1999-12-21 Yes: Yes: Yes: No GPL-2.0-or-later: Quake, Hexen II, DarkPlaces is an open source derivative. id Tech 2.5: id Software: 2001-12-22 Yes: Yes: Yes: No GPL-2.0-or-later: Quake 2, CRX and Qfusion are open ...
Doom II, also known as Doom II: Hell on Earth, is a first-person shooter game in the Doom franchise developed by id Software. It was released for MS-DOS in 1994 and Mac OS in 1995. Unlike the original Doom , which was initially only available through shareware and mail order, Doom II was sold in stores.
Bloom is a Doom II and Blood crossover released by Bloom Team in 2021. It features over 50 new enemy types, a new episode and an original soundtrack. [11] Eternal Doom is a 32-level megawad for Doom II created by Team Eternal and TeamTNT. It was released non-commercially in several versions, with the final one being released on November 14, 1997.
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MyHouse.wad (known also as MyHouse.pk3, or simply MyHouse) is a map for Doom II created by Steve Nelson. It is a subversive horror-thriller that revolves around a house that continues to change in shape, sometimes drastically and in a non-euclidean manner.
Bloom is a modification for the video game Doom II, originally developed by id Software. The mod, created by the Spanish indie studio Bloom Team, was released via Mod DB on October 31, 2021. Bloom combines elements from Doom II and Monolith Productions' Blood, merging enemies, weapons, and environments from both games into a crossover experience.
In level 30 of Doom II, "Icon of Sin", the boss is supposed to be a giant demon head with a fragment missing from its forehead. When first viewing the demon, a distorted and demonic message is played, which is actually John Romero saying "To win the game, you must kill me, John Romero!", reversed and distorted to sound like a demonic chant.
American McGee was a level designer for Doom II, The Ultimate Doom, Quake, and Quake II. He was asked to resign after the release of Quake II, and he then moved to Electronic Arts where he gained industry notoriety with the development of his own game American McGee's Alice. After leaving Electronic Arts, he became an independent entrepreneur ...
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