John Romero releases his second new Doom level in 23 years

Romero dubs new level a 'warm-up' for Blackroom

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Back in January, John Romero delighted fans of Doom, id Software's classic from 1993, by releasing a brand new level—his first map for the hellish FPS in over 23 years. Now, as a way to hype and warm up for Blackroom, his new-old-school FPS currently on Kickstarter, Romero took to Twitter to announce another map for id's breakout shooter.

Where his first map replaced E1M8 (episode 1, mission 8) of Doom, this one supplants E1M4: Command Control, originally created by Romero's friend and id Software co-founder Tom Hall.

"With the Toxin Refinery in the rearview, you make your way to Phobos Mission Control where the computers crunching the data from the Phobos Anomaly are located," reads the level's description. "You need to use them to gain access to the Phobos Lab, but remember hearing that the computers were tied into all areas of the installation and that you never knew when the environment around you would change. You need to keep your eyes alert to all movement--this place is not what it seems."

Download the map from Dropbox and drag the .wad file to your Doom folder. To play it, you'll need a source port for Doom such as ZDoom (recommended by Romero himself). Warp directly to the level by starting a new game and typing 'IDCLEV14' without quote marks.

Romero says that fans can think of both of his new maps as proof of concepts for the fast-paced, old-school shooting he and Adrian Carmack have planned for Blackroom, which is aiming for a late-2018 release.

For more on Blackroom, be sure to read our exclusive interview with John Romero.

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From The Chatty

  • reply
    April 26, 2016 2:20 PM

    David Craddock posted a new article, John Romero releases his second new Doom level in 23 years

    • reply
      April 26, 2016 2:22 PM

      What a weird way to promote your Kickstarter...

      • reply
        April 26, 2016 2:32 PM

        It's the only thing he can do until he gets up to speed on the latest tech.

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          April 26, 2016 2:57 PM

          "Hey guys I'm the dude that made that horrible Daiktana game. I want to make a game for unreal engine (which I have no experience with) and I really need your $700k to finance another failed game,but before that let me wet your appetite with this snake clone I made for TI-83!"

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      April 26, 2016 3:03 PM

      His last map was great, looking forward to play this.

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        April 26, 2016 3:05 PM

        Same here. Guaranteed fun.

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          April 26, 2016 3:39 PM

          Played it for a bit, it has a nice flow to it, the dude knows how to create a pace by monster placement and subsequent ammo drop. Its a nice somewhat intricate design, with multiple layers of walls falling away revealing more and more of the map or elevators rising making use of the monster closets as well as the opportunity for little puzzles.

          Its a good map.

    • reply
      April 26, 2016 3:17 PM

      John Romero releases his first new Doom level in 3 months not an exciting enough headline?

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      April 26, 2016 3:37 PM

      Here's a playthrough https://www.youtube.com/watch?v=JVtn_gJUXc0

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      April 26, 2016 4:04 PM

      I played it. It was fun. They don't make levels like this in shooters anymore. Also, shotgunning Sarges in Doom never, ever gets old.

      I did a 21:9 ultrawide patch for ZDoom/GZdoom if anyone with an ultrawide wants to check it out. It's in the latest GZDoom beta builds here:

      http://devbuilds.drdteam.org/gzdoom/

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      April 26, 2016 7:39 PM

      Cool. Wonder if he'll do any SnapMap levels.

    • reply
      April 26, 2016 9:35 PM

      Hey guys check out this actual content for the thing that's not my Kickstarter.

      I'm not going to complain about the world getting Romero-designed DOOM levels, but after the thread I saw earlier about the kickstarter I have to think some people are reacting this way.

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      April 27, 2016 2:44 AM

      Why did this article get an ugh?? I am going to get to the bottom of this.