At Doom's Gate was one of the first heavy metal tracks that Bobby Prince composed for Doom, and it is also the first level music you'll hear since the song is played in E1M1: Hangar.The title is a play on words, meaning that you are at the gates of the concept of doom, while also at the gates of the game itself. DOOM comes to mobile devices as a first-person turn-based role playing game, co-developed by John Carmack. It incorporates many elements of the original game, but was designed with the limitations of the platform in mind. Instead of giving complete freedom, you move in steps and turn by 90 degrees.
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Doom RPG |
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Developers: Fountainhead Entertainment, id Mobile Publisher: EA Mobile Platform: J2ME Released in US: October 2005 Released in EU: November 2005 This game has unused areas. This game has debugging material. This game has a hidden level select. |
This page is rather stubbly and could use some expansion. Are you a bad enough dude to rescue this article? |
Point and shoot and wait your turn.
- 1Debug Mode
Debug Mode
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To open the Debug Menu, open the in-game menu and enter 3666 on your number pad.
Cheats
This menu covers, naturally enough, cheaty behavior.
- Noclip - Walk through walls. In addition, monsters won't attack you. (They will still have AI, though.)
- Disable AI - Monsters will no longer move or attack.
- Give All - Gives you every weapon, 10 of every ammo type, 5 of every item, 20 credits, and all keys every time you select it. KFA!
- Give Ammo - Gives you 10 of every ammo type.
- God Mode - Disables taking damage.
- Level Up - Gives you a free level up every time you Select it.
- Auto Map - Gives you the full auto-map of the current level, sans secrets.
Change Map
This menu lets you jump to the level of your choice.
- Intro
- Junction
- Sector 1
- Sector 2
- Sector 3
- Sector 4
- Sector 5
- Sector 6
- Sector 7
- Des. Junction
- Reactor
- Credits (End game credits)
- Items (Test map with all items in the game, unused)
Stats
Check various engine stats.
- Pos
- kTotal
- kUsed
- kInFree
- kCurFree
- kMap
- kSound
- kPNG
Developer
Various options for developer types.
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- Vars - Brings up the variables menu.
- Benchmark - Performs a benchmark of the rendering speed.
- Store0 - Brings up the first item vendor screen.
- Store1 - Brings up the second item vendor screen.
- Store2 - Brings up the third item vendor screen.
- Store3 - Brings up the fourth item vendor screen.
- Force Error - Triggers a Java application error.
- Print Monsters
- Print Memory
Vars
This menu is in the Developer menu. It handles engine and game variables.
- r_frames - The number of animation frames displayed when moving.
- r_speeds - Displays various rendering statistics.
- r_skipCull
- r_skipStretch
- r_skipBSP - The game world is not displayed.
- r_skipLines
- r_skipSprites - Sprites are not displayed.
- r_onlyRender - Weapons are not displayed, and the player can walk through walls.
- s_debug
(Source: Doom Wiki)
The Doom series | |
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DOS | Doom (1993) (Prototypes) • Doom II: Hell on Earth • Final Doom |
Windows | Doom (1993) (Prototypes) • Doom 3 (Prototypes) • Doom (2016) |
Mac OS Classic | Doom (1993) (Prototypes) • Doom II: Hell on Earth • Final Doom |
Mac OS X | Doom 3 (Prototypes) |
Linux | Doom (1993) (Prototypes) |
Jaguar | Doom |
32X | Doom (Prototypes) |
3DO | Doom |
SNES | Doom |
PlayStation | Doom • Final Doom |
Nintendo 64 | Doom 64 |
Game Boy Advance | Doom • Doom II: Hell on Earth |
J2ME | Doom RPG • Doom II RPG |
Xbox 360 | Doom II: Hell on Earth |
PlayStation 3 | Doom II: Hell on Earth • Final Doom |
Retrieved from 'https://tcrf.net/index.php?title=Doom_RPG&oldid=530848'
We travel to the bowels of Martian hell to bring you our hands-on impressions of John Carmack's first mobile effort.
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Id Software's Doom all but invented the PC first-person-shooter genre. After posting on his blog details of his foray into J2ME programming, John Carmack has begun work on a Doom role-playing game. Just a few weeks into coding, the game is looking excellent. Carmack has repurposed the original Doom sprites and user interface, crafting a sizable RPG, the plot of which expounds on those of the three FPS Dooms. Weapons and monsters from the entire trilogy have been included, and each monster is vulnerable to a specific weapon. The Doom RPG plays a lot like its real-time predecessors, minus the fast-twitch gameplay. Set to launch in October, in conjunction with the film, Carmack's Doom RPG should be playable by anyone who's bought a handset within the past year.
The game opens with the same travel sequence seen in Doom 3. You reprise the role of a UAC space marine who's summoned to Mars to deal with a bad element among the facility researchers. Of course, these insurgents turn out to be hellspawn, borne from a dimensional rift. But hey, they seem to respond well to shotgun fire. Although the game is turn-based, you can still run, strafe, and shoot like the old days.
We played the opening tutorial level of the game, along with the 'Reactor,' a level set much later in this primarily linear RPG. Toward the endgame, enemies cooperate to a much greater extent. For example, the apollyon will resurrect fallen zombies, which continually attack you in tandem. As you slay these enemies, you'll level up, increasing the effectiveness of your attacks against lower-level creatures.
Many of Doom's signature elements are intact, like its explosive frag animations. When you unload on a zombie or revenant, it will explode in a delicious, pulpy mess, all amid classic auditory fanfare.
Doom RPG will provide fans with 10 levels, or approximately three and a half hours of pain and suffering. We look forward to romping through the nine circles of hell come October.
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