custom level(s) for Boom-compatible Doom clones
- Boom on BotB
- How to Play
- Tools and resources
Boom is a limit-removing source port of Doom
created by TeamTNT (the same group of mappers that made TNT: Evolution). Boom fixes bugs, removes map limitations and adds new features while still maintaining the feel of the original game. As such, Boom remains a popular format for newly-released PWADs.
The final DOS version of Boom was released in 1998, and the source code was released in 1999. As a result, many source ports are Boom-compatible, especially more modern ones such as PrBoom+
One of the main mapping features that Boom adds is additional linedef types (i.e. triggers) - not only expanding and generalising the hard-coded linedef types from the original game, but also adding completely new features such as silent teleporters and conveyor belts. Clever usage of these features can result in much more dynamic and exciting maps.
Boom's uses IWADs and PWADs in a similar way to the original game
. However, it also supports configurable animated and switch textures, and introduced the BEX standard for easily distributing DeHackEd
settings. For a comprehensive reference of features, see the HTML version of boomref.txt
Boom on BotB
The Boom format works similarly to vanilla Doom
- submitted PWADs are expected to be single-player maps for either Doom or Doom II. If the bitpack allows, the WADs may also include custom music/graphics to be used in the map(s).
Although technically the maps should be tested to be compatible with the final DOS release of Boom, this is rarely done in practice. The standard nowadays is to test the maps are compatible with PrBoom+
set at complevel 9. That said, PrBoom+ does support some extra features that the original Boom does not - namely linedef types 271/272 (sky transfers), and certain DeHackEd features (which aren't applicable on BotB). In addition, ensure that jumping is disabled in the settings.
Submission descriptions should include the IWAD to be used by the player (normally either DOOM.WAD or DOOM2.WAD) and the map(s) that have been replaced (if different from E1M1/MAP01). Note that players might opt to play on difficulty levels that are not Ultra-Violence, if there's a specific difficulty level that your map is balanced around (or if there are no differences between difficulty levels) it may be wise to include this in the description.
How to Play
Setup for playing Boom-compatible maps is similar to the setup for playing vanilla maps. You will first need to source the IWAD for the relevant game, which can be done by purchasing Doom/Doom II on Steam or a similar service.
You will also need to download a Boom-compatible source port; ideally this is PrBoom+
, but Eviternity Engine
will also work reasonably well.
Once you have your method of choice set up and running, the PWADs available on BotB can be played by including them in the relevant command-line arguments. The following examples assume a PWAD called FOO.WAD to be played with Doom II, starting on MAP07.
prboom-plus.exe -iwad DOOM2.WAD -file FOO.WAD -warp 7 -complevel 9
Complevel should always be 9 for modern Boom-compatible WADs. Alternatively glboom-plus.exe may be used, which provides a more efficient but less accurate hardware-based renderer.
gzdoom.exe -iwad DOOM2.WAD -file FOO.WAD -warp 7
GZDoom is not ideal as it doesn't aim to be 100% compatible with the DOS Boom releases, but it's included here as it is a popular source port.
Tools and resources
, a modern cross-platform source port based off a continuation of the original Boom source code
, an alternative to PrBoom+ that also strives to maintain its Boom compatibility
, a cross-platform Doom map editor
, a Doom map editor for Windows
GZ Doom Builder
, a fork of Doom Builder that adds many more editor features while still supporting Boom-compatible map formats
, a cross-platform WAD editor with graphic/music replacement capabilities
, a wiki for Doom-related information
, a comprehensive reference of all of Boom's additional mapping features