Civil Rights
Movements, leaders, victories and the continuing fight for equality.
Explore the people, places, events, achievements, struggles and stories that shaped our journey.
Movements, leaders, victories and the continuing fight for equality.
Innovation, patents, science, technology and world-changing contributions.
Pioneers, champions, Negro Leagues, records, activism and excellence.
Meet the people whose lives, choices and achievements shaped the journey.
Black towns, communities, institutions and places where history happened.
Moments that changed communities, movements, institutions and the nation.
In August 1908, a white mob attacked Springfield, Illinois’s Black community, destroying homes and businesses and lynching two Black men. National outrage over the violence helped spur the movement that created the NAACP the following year.
MORE →Reflects the personal views, recollections, and perspective of the author, Mike Davis.
This is a personal recollection on the Move fire on May 13, 1985
| Doom II | |
|---|---|
| Developer | id Software[b] |
| Publisher | id Software[c] |
| Designers | |
| Programmers | |
| Artists | |
| Composer | Robert Prince[d] |
| Series | Doom |
| Engine | Doom engine[e] |
| Platforms | |
| Release | October 10, 1994 |
| Genre | First-person shooter |
| Modes | Single-player, multiplayer |
Doom II, also known as Doom II: Hell on Earth, is a 1994 first-person shooter video game developed and published by id Software for MS-DOS. It was released on Mac OS the following year. Whereas the original Doom was initially only available through shareware and mail order, Doom II was the first Doom game released initially in stores.
Doom II features larger levels, new enemies, a new Super Shotgun weapon, and a new power-up. Master Levels for Doom II, an expansion pack with 21 new levels, was released on December 26, 1995. Another expansion, No Rest for the Living, which adds nine extra levels, was developed for the release of the game on Xbox Live Arcade and is also included in the Doom 3: BFG Edition, as part of Doom Classic Complete, and as a free add-on for the 2019 Unity engine port of Doom II. It was also included in the 2024 KEX Engine port.
Doom II received positive reviews for its refining of the original Doom. It has sold more than 1.8 million copies, has earned over $74 million in revenue in the United States, and is considered one of the greatest video games ever made.
Doom II was ported to the Game Boy Advance in 2002, Tapwave Zodiac in 2004, on Xbox Live Arcade in 2010, and on Nintendo Switch, PlayStation 4 and Xbox One in 2019. The release of the Doom source code has facilitated ports to platforms including iOS and other cellphone systems. Doom II was included in the Doom ports for the PlayStation and Sega Saturn in 1995 and 1997.

Doom II was not dramatically different from its predecessor. There were no major technological developments, graphical improvements, or substantial gameplay changes. Instead, the development team took advantage of advances in computer hardware since the release of the original game that allowed them to do more with their game engine by making much larger and more intricate levels. The game still consists of the player navigating large nonlinear levels. Each level is infested with demons that can be killed with a variety of weapons that can be picked up throughout the game. Levels are completed by finding an exit, whether it be a switch or a teleporter; the goal is simply to advance to the next area. As with its predecessor, Doom II's levels can be completed in a straightforward fashion. However, because the levels are nonlinear, players can wander off the beaten path, and those who do are often rewarded with bonuses like health pickups and more powerful weapons. Due to the larger and more complicated maps with larger groups of monsters, the game had somewhat higher system requirements than the original.
Rather than the player playing through three episodes as in the first Doom, gameplay takes place over 32 levels (two of which are secret levels that can be accessed from level 15), albeit with interludes for when the story develops. The game is divided into three sections: Outpost, City and Hell. Instead of watching the player's progress on a map (as in the original episodes of Doom), the screens between each level simply show a background (a style carried over to the bonus fourth episode of Doom available in The Ultimate Doom). This also means the player is never forced to lose all of their inventory after completing an episode.
Doom II doubled the number of non-boss monster types and started using bosses from the original Doom as normal level enemies, in addition to adding a new weapon, the Super Shotgun (a very powerful double-barreled shotgun), and a new power-up, the Megasphere.
Doom's multiplayer functionality was greatly improved in Doom II, including "out of the box" support for a vastly increased number of dial-up modems. The two-player dial-up connection allowed one player to dial into the other player's computer in order to play either cooperatively or in deathmatch-style combat. There was also local area network (LAN) functionality added, which was improved upon as patches and updates were released. This functionality was later incorporated into the original Doom. As with the original Doom, multiplayer games used to be played using the dial-up or LAN by the internal setup program (setup.exe), through the online service DWANGO or with once-popular programs like Kali and Kahn (using SPX) in Windows 95. Nowadays, there are countless third-party source ports of the Doom engine, such as Odamex,[5] Zandronum,[6] and ZDaemon,[7] that are able to play Doom II multiplayer across different operating systems.[citation needed] The Xbox Live Arcade port of Doom II supports online multiplayer via Xbox Live.[citation needed]
Immediately following the events in Doom, the player once again assumes the role of Doomguy. After defeating the Spider Mastermind, the marine finds a portal to Earth opened by demons. After returning to Earth, the marine finds that it has also been invaded by the demons, who have killed billions of people.[8][9]
The humans who survived the attack have developed a plan to build massive spaceships which will carry the remaining survivors into space. Unfortunately, Earth's only ground spaceport has been taken over by the demons, who placed a barrier over it, preventing any ships from leaving.[8] The marine battles hordes of demons and is able to deactivate the force field, allowing the remaining humans to escape. Once all the survivors have escaped Earth, the marine is the only human left on the planet.[10]
Just as he sits down to await death, knowing that he saved humanity, the marine then receives an off-planet transmission from the survivors in orbit, who have managed to find out where the armies of Hell are coming from. The message reveals that the demonic base is in the center of the marine's own hometown. He then fights through the city until he reaches the base, but sees there is no way to stop the invasion on that side. He decides to step into the portal to try deactivating it from the other side, entering Hell.
After fighting through the hordes of Hell, the marine reaches the location of the biggest demon he has ever seen, called the Icon of Sin (Baphomet). He kills the Icon of Sin by firing rockets into its exposed brain. Its death causes devastation in Hell, and the portal to Earth is sealed. The marine wonders where evil people will go when they die now that Hell has been destroyed, and reflects that rebuilding the world will be more fun than saving it as he begins his journey back home.
Most of the levels were designed by Sandy Petersen,[11] with American McGee playing a significant role as well.
The final level, Icon of Sin, contains an easter egg where two of the artists put the severed head of John Romero as the sprite hidden behind the icon on the wall which must be damaged by rocket splash damage three times to win the game. Romero, while playing the level to work on its sound effects, accidentally stumbled upon this in-joke of himself. After realising what his co-workers had done, Romero himself answered by recording his voice saying "To win the game, you must kill me, John Romero", putting it through various filters to distort it, then reverse the recording to create the "demonic chant" spoken by the head upon spotting the player.[12][13] The photo that was scanned for the "John Romero's head"-sprite was from a Businessweek photo shot in 1994.[14]
One of Sandy Petersen's ideas that never made it to the final game was replacing the Fists weapon with a hand axe.[15]
Advertising for the game was between $3 million and $5 million.[16]
Doom II was released for DOS on October 10, 1994 (one of the days of the Doomsday rule and exactly ten months after the original) in North America and Europe; distribution was handled by GT Interactive.[17][18][19][20]
In 1995, a port for Mac OS by Lion Entertainment Inc. was released,[21] as well as a port for the PlayStation.[citation needed] An Atari Jaguar port was also announced early in the year, but was never released.[22] Likewise, a 3DO Interactive Multiplayer version was announced to be in development by Art Data Interactive, but it never materialized.[23][24] In 1997, a port for the Sega Saturn was released.[citation needed]
A port for the Game Boy Advance was released in 2002, for the Tapwave Zodiac in 2004, for Xbox Live Arcade in 2010,[25][26] and for Nintendo Switch, PlayStation 4 and Xbox One in 2019, with the latter-most platforms (with PlayStation 5 and Xbox Series X/S versions) receiving a further expanded port in 2024 alongside the original Doom.[27][28][29][30]
The release of the Doom source code[when?] has facilitated ports to many other platforms, including iOS and other cellphone systems.
In August 2024, Bethesda announced a definitive edition at QuakeCon called Doom + Doom II. The new edition also includes TNT: Evilution, The Plutonia Experiment, Master Levels for Doom II, No Rest for the Living, Sigil (by John Romero), a new deathmatch map pack with 26 maps, and a new episode titled Legacy of Rust. Legacy of Rust was developed by id Software, Nightdive Studios, and MachineGames. The bundle also included in-game mod support across both titles, along with the 2016 "IDKFA" arranged soundtrack for Doom and a brand new "IDKFA" arranged soundtrack for Doom II, both by Andrew Hulshult.[31]
On 10 April 2025, Sigil II was officially added to the Doom + Doom II edition.[32]
Master Levels for Doom II is an official expansion pack for Doom II which was released on December 26, 1995, by id Software.[33] The CD contains 20 WAD files created by various authors under contract. There is also a bonus called Maximum Doom consisting of over 3,000 homebrew levels.[34] Romero wrote about the origin of the expansion in 2023. Back in 1995, some retailers were selling disks in stores that simply contained many Doom WADs scraped from the internet. Though the levels were available for free online, many players had slow internet access at the time and so would purchase the disks, which were "selling like hot-cakes". Realising this, id decided to officially license a similar disk by approaching mappers and commissioning them for levels, in addition to the large shareware collection. More broadly, the disk was part of an effort by Romero to diversify id Software's income at a time when much of the team was waiting for the Quake engine to be ready.[35] Reviewer Ed Dawson for PC PowerPlay praised the quality of the levels, but noted the "uniformly medium size" of the commercial levels and the high purchase price for predominantly shareware content.[36]
No Rest for the Living is an expansion pack developed for the release of Doom II on Xbox Live Arcade for the Xbox 360. It was developed by Nerve Software, under the direction of id Software and was released on May 26, 2010.[37] It consists of eight regular levels and one secret level. It is also included in the 2012 Doom II release from Doom 3: BFG Edition, as part of Doom Classic Complete for the PlayStation Network, and has been released as a free add-on for the 2019 Unity engine port of Doom II. Although no detailed plot information is given, this expansion appears to take place after the main campaign of Doom II. Brandon James, president of Nerve Software, said this expansion was designed to be played on Ultra-Violence difficulty, contains "a plethora of secrets to find", and "is geared toward a more hardcore experience".[38]
Legacy of Rust was developed by id Software, Nightdive Studios, and MachineGames. Released on August 8, 2024, Legacy of Rust is the first official episode since Doom II to feature brand-new enemies/weapons. The new episode is divided into two chapters, "The Vulcan Abyss" and "Counterfeit Eden", which contain a combined total of 16 maps.[39]
| Aggregator | Score |
|---|---|
| Metacritic | PC: 83/100[40] GBA: 77/100[41] X360: 77/100[42] |
| Publication | Score |
|---|---|
| AllGame | 4/5 (DOS)[43] 4/5 (Macintosh)[44] |
| GameSpot | 8.5 /10 (PC)[47] |
| GameSpy | 4.5/5 (GBA)[48] |
| Next Generation | 3/5[45] |
| PC PowerPlay | 3/10 (Master Levels)[46] |
| MacUser | 4/5[49] |
| Entertainment Weekly | A[50] |
The reception of Doom II was positive, with reviewers saying it refined everything that made the original Doom good.[51] The game was reviewed in 1995 in Dragon #216 by David "Zeb" Cook in the "Eye of the Monitor" column, who stated that, "if mindless but intense carnage is what you want, you'll get your money's worth. It's just not a must-have, keep-on-the-hard-drive-forever game. If you need to have more Doom, get this."[52]
Writer/game designer Chris Crawford used the level "Barrels O' Fun" to illustrate a point about death in video games, explaining he chose the level as his example because it is "one of the most complex and sophisticated challenges in one of the very best games of the 1990s".[53]
Next Generation reviewed the PC version of the game, rating it three stars out of five, and stated that "Now that the first person interface has become the design of choice for the entire industry, Id will need to find new innovations, or it will quickly find it's playing catch-up in its own game niche."[45]
Doom II won the Origins Award for Best Fantasy or Science fiction Computer Game of 1994.[54]
According to David Kushner in Masters of Doom, id Software shipped 600,000 units of Doom II to stores in preparation for its launch. This initial shipment sold out within a month on shelves, despite its being expected to last for three months.[55] Pre-orders for the game were so massive that it was difficult to buy from a store. The game products were displayed on pallets rather than shelves.[56] The game was the United States' highest-selling software product of 1994,[57] and sold more than 1.2 million copies within a year.[58] It placed 10th for 1996, with 322,671 units sold and $12.6 million earned in the region that year alone.[59] According to PC Data, which tracked sales in the United States, Doom II sold 1.81 million units and earned $74.7 million in revenue in the United States. This led PC Data to declare it the country's third-best-selling computer game for the period between January 1993 and April 1998.[60] Its revenues in that country ultimately reached $80 million, while those in Europe reached $20 million. Of the latter figure, Kushner wrote that "30 percent [...] came from Germany—a country that had banned the game from its shelves."[55]
In Australia, the game sold 10,000 copies in the first two days of its release.[61]
In 2022, John Romero created a new level called "One Humanity"[62] for the game to raise money for the Ukrainian Red Cross, and the United Nations Central Emergency Response Fund following the outbreak of the 2022 Russian invasion of Ukraine.[63][64][65] By March 2022, the new level had raised more than $29,000.[66]
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Doom II soon rolled out and was an instant hit, selling more than 1.2 million copies within a year
Source: Wikipedia. Article content is retrieved live through the MediaWiki API.
Doom II, also known as Doom II: Hell on Earth, is a 1994 first-person shooter video game developed and published by id Software for MS-DOS. It was released on Mac OS the following year. Whereas the original Doom was initially only available through shareware and mail order, Doom II was the first Doom game released initially in stores. Doom II features larger levels, new enemies, a new Super Shotgun weapon, and a new power-up. Master Levels for Doom II, an expansion pack with 21 new levels, was released on December 26, 1995. Another expansion, No Rest for the Living, which adds nine extra levels, was developed for the release of the game on Xbox Live Arcade and is also included in the Doom 3: BFG Edition, as part of Doom Classic Complete, and as a free add-on for the 2019 Unity engine port of Doom II. It was also included in the 2024 KEX Engine port. Doom II received positive reviews for its refining of the original Doom. It has sold more than 1.8 million copies, has earned over $74 million in revenue in the United States, and is considered one of the greatest video games ever made. Doom II was ported to the Game Boy Advance in 2002, Tapwave Zodiac in 2004, on Xbox Live Arcade in 2010, and on Nintendo Switch, PlayStation 4 and Xbox One in 2019. The release of the Doom source code has facilitated ports to platforms including iOS and other cellphone systems. Doom II was included in the Doom ports for the PlayStation and Sega Saturn in 1995 and 1997.
Doom II RPG is a 2009 role-playing video game developed and published by id Software. It is the sequel to Doom RPG. It was released for Java ME on November 23, 2009, and for iOS on February 8, 2010. It uses the Wolfenstein RPG engine and was developed by id partners Fountainhead Entertainment via the merger id Mobile. The iOS version can be played on modern hardware (PC and Android) with touchHLE emulator.
Doom is a 1993 first-person shooter game developed and published by id Software for MS-DOS. It is the first installment in the Doom franchise. The player assumes the role of a space marine, later unofficially referred to as Doomguy, fighting through hordes of undead humans and invading demons. The game begins on the moons of Mars and finishes in hell, with the player traversing each level to find its exit or defeat its final boss. It is an early example of 3D graphics in video games, and has enemies and objects as 2D images, a technique sometimes referred to as 2.5D graphics. Doom was the third major independent release by id Software, after Commander Keen (1990–1991) and Wolfenstein 3D (1992). In May 1992, id started developing a darker game focused on fighting demons with technology, using a new 3D game engine from the lead programmer, John Carmack. The designer Tom Hall initially wrote a science fiction plot, but he and most of the story were removed from the project, with the final game featuring an action-heavy design by John Romero and Sandy Petersen. Id published Doom as a set of three episodes under the shareware model, marketing the full game by releasing the first episode free. A retail version with an additional episode was published in 1995 by GT Interactive as The Ultimate Doom. Doom was a critical and commercial success, earning a reputation as one of the best and most influential video games of all time. It sold an estimated 3.5 million copies by 1999, and up to 20 million people are estimated to have played it within two years of launch. It has been termed the "father" of first-person shooters and is regarded as one of the most important games in the genre. Doom was included in the first ten "game canon" video games selected for preservation by the Library of Congress in 2007, and its soundtrack was selected for preservation in the National Recording Registry in 2026. The game has been cited by video game historians as shifting the direction and public perception of the medium as a whole, as well as sparking the rise of online games and communities. It led to an array of imitators and clones, as well as a robust modding scene and the birth of speedrunning as a community. Its high level of graphic violence led to controversy from a range of groups. Doom has been ported to a variety of platforms both officially and unofficially and has been followed by several games in the series, including Doom II (1994), Doom 64 (1997), Doom 3 (2004), Doom (2016), Doom Eternal (2020), and Doom: The Dark Ages (2025), as well as the films Doom (2005) and Doom: Annihilation (2019).
The Doom engine is the game engine used in the id Software video games Doom and Doom II: Hell on Earth. It is also used in Heretic, Hexen: Beyond Heretic, Strife: Quest for the Sigil, Hacx: Twitch 'n Kill, Freedoom, and other games produced by licensees. It was created by John Carmack, with auxiliary functions written by Mike Abrash, John Romero, Dave Taylor, and Paul Radek. Originally developed on NeXT computers, it was ported to MS-DOS and compatible operating systems for Doom's initial release and was later ported to several game consoles and operating systems. The source code to the Linux version of Doom was released to the public under a license that granted rights to non-commercial use on December 23, 1997, followed by the Linux version of Doom II about a week later on December 29, 1997. The source code was later re-released under the GNU General Public License v2.0 or later on October 3, 1999. The dozens of unofficial Doom source ports that have been created since then allow Doom to run on previously unsupported operating systems and sometimes radically expand the engine's functionality with new features. Although the engine renders a 3D space, that space is projected from a two-dimensional floor plan. The line of sight is always parallel to the floor, walls must be perpendicular to the floors, and it is not possible to create multi-level structures or sloped areas (floors and ceilings with different angles). Despite these limitations, the engine represented a technological leap from id's previous Wolfenstein 3D engine.
Before the 1921 destruction of Tulsa’s Greenwood District, Black residents had created a remarkable center of business and community life. The district included stores, professional offices, entertainment venues and homes owned by Black citizens. Understanding Greenwood means learning what was built—not only what was burned.
MORE →Mae Jemison, aboard Space Shuttle Endeavour in 1992.