+ PC CLASSIC DOOM COMMAND-LINE PARAMETERS + This document is a plain-ASCII version of the original HTML "DoomParm" file at: http://classicdoom.com/doomparm.htm Below are common parameters used when starting single-player PC Classic Doom or Doom II games from a (DOS) command line. A similar list, which includes parameters for multiplayer games, may be found in the README.TXT file included with your game. A larger quick-reference list of parameters can be found in section 9-2 of the Official Doom/Doom II FAQ (see http://www.gamers.org/docs/FAQ/doomfaq for the complete FAQ). Most parameters will work with the DOS-based Doom/Doom II engines, and also the Windows-based "Doom 95" source port when started from the (DOS) command line. For best results with DOS-based engines, use game version 1.9. In the examples below, commands are entered from within the game's main folder/ directory. Contents in order of appearance: o Quick-reference list of main command-line parameters o Expanded information on each, and basic examples of usage o List of Doom/Doom II/Final Doom -Warp codes and map names o Detailed samples of command-line parameter usage -BASEWAD IwadName.WAD (Doom 95 only): Select the main Game IWAD to use -DEVPARM: Enable screenshots (tap the F1 key during game), and other functions -FAST: Monsters at Skills 1 through 4 are accelerated (similar to Skill 5) -FILE WadName.WAD: Load one or more external WAD/PWAD files -LOADGAME SavedGame# (0 through 5): Load a saved game -MAXDEMO #Kilobytes: Allow larger/longer demo files to be recorded -NODM (Doom 95 only): Bypass the Windows Doom 95 Launcher screen -NOMONSTERS: Exclude monsters from the game -NOWARN (Doom 95 only): Bypass the "warning" message when loading PWADs -PLAYDEMO DemoName (minus ".LMP" extension): Play a gameplay demo -RECORD DemoName (minus ".LMP" extension): Record a gameplay demo -RESPAWN: Killed monsters reappear at Skills 1 through 4 (similar to Skill 5) -SKILL Skill# (1 through 5, or 0): Select the starting Skill level -TIMEDEMO DemoName (minus ".LMP" extension): Play a gameplay demo at high speed -TURBO Speed# (0 through 255): Set the player character's movement speed -WARP Episode# Map#: Select a Doom or Ultimate Doom starting map -WARP Map#: Select a Doom II or Final Doom starting map -BASEWAD -------- -basewad IwadName.wad Note: Only useful when running the Doom 95 source port from the (DOS) command line with the -nodm parameter. Selects the main Game WAD (IWAD) for Doom 95 when bypassing the Windows Doom 95 Launcher. Common Game WAD choices are: doom.wad = Doom/Ultimate Doom doom2.wad = Doom II: Hell on Earth tnt.wad = Final Doom: TNT/Evilution plutonia.wad = Final Doom: The Plutonia Experiment Make sure the desired Game WAD is in Doom 95's main folder/directory, and include the ".wad" extension when specifying a WAD's filename. See also: -nodm Examples of usage: doom95 -nodm -basewad doom.wad doom95 -nodm -basewad doom2.wad doom95 -nodm -basewad tnt.wad doom95 -nodm -basewad plutonia.wad -DEVPARM -------- Among other functions, the -devparm parameter allows you to save a screenshot (a "snapshot" of the game screen) by pressing the F1 key. Screenshots can be created during a live game, or during playback of a demo file. Screenshots are saved as v3.0 PCX-format graphics files. (This is a bitmap format originally used in the "PC Paintbrush" software by ZSoft.) With standard Doom/Doom II games, up to 100 images can be saved to the current directory or folder, with automatically-assigned filenames ranging from DOOM00.PCX up through DOOM99.PCX. When creating multiple screenshots, some images saved to disk may have the words "SCREEN SHOT" in the upper left corner. This can be avoided by turning off messages a few seconds before making screenshots. (The F8 key can toggle on-screen messages off and on at any time during play.) If -devparm is used with the original DOS-mode engines, the bottom left edge of the screen will display a frame-rate meter. This is rendered as a horizontal line of 20 dark spaces, which are filled in from the left by a variable number of bright dots. At any given time the current frame rate is 70/(dots+1). On modern PCs the meter will often show only one bright dot, indicating a refresh rate of 35 frames per second. If -devparm is used with the Windows-based Doom 95 engine, the game's current frame rate will be displayed in messages at the upper left corner of the game screen. (Tap F8 to toggle messages off/on.) (Note: -devparm is also used in conjunction with some other parameters which are not addressed in this document. Early versions of Doom also required -devparm as a prefix to some other command-line parameters.) Examples of usage: doom -devparm doom2 -devparm -FAST ----- Note: -fast should be accompanied by a -warp, -skill, -record, or -loadgame parameter. Monsters are accelerated at Skills 1 through 4. (This is nearly identical to how monsters move and fire when playing at Skill 5, "Nightmare!".) See also: -warp, -skill, -record, -loadgame Examples of usage: doom -fast -warp 2 4 doom -skill 1 -fast doom -fast -record dodge doom -loadgame 0 -fast doom2 -fast -warp 7 doom2 -skill 1 -fast doom2 -fast -record dodge doom2 -loadgame 0 -fast -FILE ----- -file WadName.wad Temporarily imports external WAD/PWAD files into the game. Make sure the WAD(s) can be found in the same directory/folder with the game you're playing (or specify the exact path), and include the ".wad" extension when specifying the filename(s). When loading an external WAD file, the game may display a paragraph-long message which reads (in part): "ATTENTION: This version of DOOM has been modified." This message is typically an indication that 1 or more internal maps will be temporarily replaced by maps from the selected WAD file(s) when gameplay begins. Note that not all WAD files replace the first map of the game's normal internal map set. If you loaded an external WAD but the game looks normal, the WAD probably replaces maps which come after (or before) the map you're currently on. In that case, you may want to use the -warp parameter in conjunction with the -file parameter to choose another starting map. Multiple WADs may be loaded into one game by specifying the filenames and separating them with a space. (As such, this parameter is especially useful with the Doom 95 source port, which does not allow multiple WADs to be selected in its Windows Launcher interface.) Note that multiple WADs will be loaded in the order you specify, and if two or more WADs replace a given map, only the last-loaded version of that map is used. (For example, if A.WAD, B.WAD and C.WAD all replace map 1, and all three WADs are loaded in alphabetical order, then only C.WAD's version of map 1 will be used during the game.) See also: -warp Examples of usage: doom -file d1levels.wad doom -file d1levels.wad -warp 3 1 doom -file maps.wad moremaps.wad doom95 -nodm -basewad doom.wad -file maps.wad moremaps.wad doom2 -file d2levels.wad doom2 -file d2levels.wad -warp 2 doom2 -file some.wad another.wad doom95 -nodm -basewad doom2.wad -file some.wad another.wad -LOADGAME --------- -loadgame SavedGame# Loads a previously saved game from the specified save-game slot number (0 through 5). Commercial versions of Doom and Doom II can save a game in progress to one of six save-game slots, which appear on the "SAVE GAME" and "LOAD GAME" screens. Saved games are stored as files, with filenames ranging from DOOMSAV0.DSG through DOOMSAV5.DSG to correspond with the slot number. The -loadgame parameter can also be used to load game files from nonexistent slots. For example, "-loadgame 9" would look for and load a file called DOOMSAV9.DSG, "-loadgame k" would look for and load a file called DOOMSAVK.DSG, etc. By renaming save-game files accordingly, you can preserve and restore games beyond the normal 6-slot limit. Use the -file parameter in conjunction with -loadgame to reload any external WAD/PWAD files that were present when the game was originally saved. (If a game was saved while an external WAD was in use, then that same WAD should be loaded when that saved game is restored; otherwise the game can crash, or other unpredictable effects can occur.) Note: The following parameters are generally incompatible with -loadgame: -nomonsters, -playdemo, -skill, -timedemo, and -warp. See also: -file Examples of usage: doom -loadgame 3 doom -file fortress.wad -loadgame 4 doom2 -loadgame 3 doom2 -file outpost.wad -loadgame 4 -MAXDEMO -------- -maxdemo #Kilobytes Note: Only useful when combined with the -record parameter. Allows you to reset the maximum file size for a demo file that you are about to record. The file size is specified in kilobytes (1 kilobyte is 1,024 bytes). Without -maxdemo, a recording session will automatically halt (ending the game) when the file size of the recorded demo reaches 131,058 bytes, or just under 128 kilobytes. This default demo size limit of 128K is typically reached after about 15 minutes of recording. To extend recording time, set the -maxdemo parameter to a value above 128. For recording sessions of an hour or more, set -maxdemo above 512 kilobytes. Avoid using commas or other delimiters when specifying the number. For example "one thousand" would be entered as 1000 (not 1,000). See also: -record Examples of usage: doom -maxdemo 600 -record longdemo doom2 -maxdemo 600 -record longdemo -NODM ----- Note: Only useful when running the Doom 95 source port from the (DOS) command line. Bypass the Windows Doom 95 Launcher interface. This allows some parameters to be passed to the Doom 95 engine without being superseded by Launcher settings or selections. When using the -nodm parameter, it is advisable to also use the -basewad parameter to specify the main Game WAD (IWAD). (If -nodm is used but -basewad is not, Doom 95 may choose an IWAD by default. If no base IWAD is found, Doom 95 will halt with a "Game mode indeterminate" error message.) See also: -basewad Examples of usage: doom95 -nodm -basewad doom.wad doom95 -nodm -basewad doom2.wad doom95 -nodm -basewad tnt.wad doom95 -nodm -basewad plutonia.wad -NOMONSTERS ----------- Note: -nomonsters should be accompanied by a -warp, -skill, or -record parameter. In general, no monsters will appear during the game. (In Doom II games, this parameter will not prevent the "Boss" entity from appearing, and will not affect its spawn ability.) In some Doom/Doom II levels, the use of the -nomonsters parameter may make it impossible to exit without cheating. (For example, the Doom 1/Ultimate Doom map E1M8: PHOBOS ANOMALY requires the death of certain monsters before an exit is made accessible.) See also: -warp, -skill, -record Examples of usage: doom -nomonsters -warp 3 7 doom -skill 4 -nomonsters doom -nomonsters -record imalone doom2 -nomonsters -warp 1 doom2 -skill 4 -nomonsters doom2 -nomonsters -record imalone -NOWARN ------- Note: Only useful when running the Doom 95 source port from the (DOS) command line. Bypass the "ATTENTION..." message that appears when loading external WADS/PWADs with the -file parameter (or when using Doom 95's Windows-based Launcher to select files). See also: -file Examples of usage: doom95 -nowarn doom95 -nowarn -file mymaps.wad -PLAYDEMO --------- -playdemo DemoName Note: Do not include the ".lmp" extension when specifying the demo's filename. Used primarily to replay external demo files. You can also replay internal demos by specifying a demo name of "demo1", "demo2", "demo3" or "demo4" as applicable. (Original Doom, Doom II, and both Final Doom games each have 3 built-in demos; Ultimate Doom has 4 built-in demos.) Note that an internal demo will be played only if the game cannot find an external demo of the same name. The game will automatically end once the demo has finished playing. To end a game before the demo has finished, press F10, then tap Y. See also: -record, -timedemo Examples of usage: doom -playdemo mydemo doom -playdemo demo3 doom2 -playdemo mydemo doom2 -playdemo demo3 -RECORD ------- -record DemoName Note: It is recommended to use only letters, numbers and dashes when specifying the demo's filename, and limit the name to 8 characters or less. Also, do not include a filename extension, as the game automatically adds a ".LMP" extension to the name you specify. Records a demo of the game you are about to play. To halt recording and end the game, press the Q key (or press F10, then tap Y). This parameter is especially useful with the Doom 95 source port, which does not allow gameplay to be recorded through its Windows Launcher interface. (The "record" option that appears in the Launcher does not actually produce a working demo file.) If -record is used but -warp is not, the game will begin on its first map. If the -maxdemo parameter is not used, a recording session will automatically halt (and the game ends) after about 15 minutes. If the special "-skill 0" parameter is used, the recorded demo may not play back correctly. (A Skill setting of 0 is not preserved in recorded demos.) For best results when recording any demo, avoid pausing the game, calling up menu screens, or entering cheat codes while playing. See also: -maxdemo, -playdemo, -skill, -warp Examples of usage: doom -record mydemo doom -maxdemo 500 -record mydemo doom95 -nodm -basewad doom.wad -record mydemo doom2 -record mydemo doom2 -maxdemo 500 -record mydemo doom95 -nodm -basewad doom2.wad -record mydemo -RESPAWN -------- Note: -respawn should be accompanied by a -warp, -skill, -record, or -loadgame parameter. At Skill levels 1 through 4, killed monsters will respawn (regenerate/reappear) after a time delay, which can range from seconds to minutes. This respawning effect occurs naturally in games played at Skill 5, "Nightmare!". Monsters will reappear at their original starting points whenever possible. See also: -warp, -skill, -record, -loadgame Examples of usage: doom -warp 1 7 -respawn doom -skill 4 -respawn doom -respawn -record theyrbak doom -loadgame 2 -respawn doom2 -warp 14 -respawn doom2 -skill 4 -respawn doom2 -respawn -record theyrbak doom2 -loadgame 2 -respawn -SKILL ------ -skill Skill# Select the Skill level to begin playing at. Standard Skill value choices are: 1 = "I'm too young to die." 2 = "Hey, not too rough." 3 = "Hurt me plenty." 4 = "Ultra-Violence." 5 = "Nightmare!" Another option is "-skill 0", which prevents all "Things" from appearing in the game. "Things" include monsters, Artifacts, weapons, keys, armor, ammo, barrels, and other items and fixtures. The -skill 0 setting also deactivates all teleporters in the game. Note that a Skill setting of 0 is not preserved in recorded demos. (If the "-skill 0" parameter is used when recording a demo, the demo may not play back correctly.) If the -skill parameter is used but -warp is not, the game will automatically begin on its first map. Note: If no Skill level is chosen before play begins, the game will default to Skill 3, "Hurt me plenty". See also: -warp Examples of usage: doom -skill 4 doom2 -skill 4 -TIMEDEMO --------- -timedemo DemoName Note: Do not include the ".lmp" extension when specifying the demo's filename. Replays external (or internal) demos at accelerated speed. The game will automatically end once the demo has finished playing. To end a game before the demo has finished, press F10, then tap Y. When the end of the demo has been reached, two values will be displayed: "Gametics" and "Realtics". The demo's average frame rate can be estimated as (Gametics/Realtics)*35. See also: -playdemo Examples of usage: doom -timedemo mydemo doom2 -timedemo mydemo -TURBO ------ -turbo Speed# Sets the player character's maximum walk/run/strafe speeds. (Turning speed and other characteristics are not affected.) Useful values range from 0 (very slow) to 400 (very fast), but values above 255 may alter standard control functions. Note that using a -turbo value above 100 is generally considered cheating. Subsequently if the game detects that a player character is moving faster than normal it will display the message "[Character color]: IS TURBO!" on the screen of any player(s) participating in the game. Examples of usage: doom -turbo 200 doom2 -turbo 200 -WARP ----- Doom and Ultimate Doom games: -warp Episode# Map# Doom II and Final Doom games: -warp Map# Begins the game on the specified map level. The original commercial version of Doom has 3 Episodes of 9 maps each; Ultimate Doom has 4 Episodes of 9 maps each. Doom II and both Final Doom games each contain a single 32-map group; an "Episode" designator is not used. Examples of usage: doom -warp 1 5 doom -warp 2 9 doom -warp 4 4 doom2 -warp 6 doom2 -warp 18 doom2 -warp 31 WARP CODES AND MAP LISTS ======================== Below are lists of all valid codes for use with the -warp parameter, and the associated maps for Doom/Ultimate Doom, Doom II, and both Final Doom Episodes. Doom/Ultimate Doom | Doom II: Hell on Earth ----------------------------|------------------------- 1 1 = HANGAR | 1 = ENTRYWAY 1 2 = NUCLEAR PLANT | 2 = UNDERHALLS 1 3 = TOXIN REFINERY | 3 = THE GANTLET 1 4 = COMMAND CONTROL | 4 = THE FOCUS 1 5 = PHOBOS LAB | 5 = THE WASTE TUNNELS 1 6 = CENTRAL PROCESSING | 6 = THE CRUSHER 1 7 = COMPUTER STATION | 7 = DEAD SIMPLE 1 8 = PHOBOS ANOMALY | 8 = TRICKS AND TRAPS 1 9 = MILITARY BASE | 9 = THE PIT 2 1 = DEIMOS ANOMALY | 10 = REFUELING BASE 2 2 = CONTAINMENT AREA | 11 = CIRCLE OF DEATH 2 3 = REFINERY | 12 = THE FACTORY 2 4 = DEIMOS LAB | 13 = DOWNTOWN 2 5 = COMMAND CENTER | 14 = THE INMOST DENS 2 6 = HALLS OF THE DAMNED | 15 = INDUSTRIAL ZONE 2 7 = SPAWNING VATS | 16 = SUBURBS 2 8 = TOWER OF BABEL | 17 = TENEMENTS 2 9 = FORTRESS OF MYSTERY | 18 = THE COURTYARD 3 1 = HELL KEEP | 19 = THE CITADEL 3 2 = SLOUGH OF DESPAIR | 20 = GOTCHA! 3 3 = PANDEMONIUM | 21 = NIRVANA 3 4 = HOUSE OF PAIN | 22 = THE CATACOMBS 3 5 = UNHOLY CATHEDRAL | 23 = BARRELS O' FUN 3 6 = MT. EREBUS | 24 = THE CHASM 3 7 = GATE TO LIMBO | 25 = BLOODFALLS 3 8 = DIS | 26 = THE ABANDONED MINES 3 9 = WARRENS | 27 = MONSTER CONDO 4 1 = HELL BENEATH | 28 = THE SPIRIT WORLD 4 2 = PERFECT HATRED | 29 = THE LIVING END 4 3 = SEVER THE WICKED | 30 = ICON OF SIN 4 4 = UNRULY EVIL | 31 = WOLFENSTEIN 4 5 = THEY WILL REPENT | 32 = GROSSE 4 6 = AGAINST THEE WICKEDLY | 4 7 = AND HELL FOLLOWED | 4 8 = UNTO THE CRUEL | 4 9 = FEAR | ------------------------------------------------------------------------------- Notes: Doom/Ultimate Doom map E3M7 is referred to as "GATE TO LIMBO" in the tally screens, and "LIMBO" in the Automap. In Doom and Ultimate Doom, Episode 1, "Knee-Deep in the Dead" begins on map E1M1; Episode 2, "The Shores of Hell" begins on map E2M1; Episode 3, "Inferno" begins on map E3M1; Episode 4, "Thy Flesh Consumed" begins on map E4M1. (Episode 4 is available only in Ultimate Doom.) In Doom II: Hell on Earth, map 11 is referred to as "CIRCLE OF DEATH" in the tally screens, and "'O' OF DESTRUCTION!" in the Automap. | Final Doom: The Plutonia Final Doom: TNT/Evilution | Experiment ---------------------------|---------------------------- 1 = SYSTEM CONTROL | 1 = CONGO 2 = HUMAN BBQ | 2 = WELL OF SOULS 3 = POWER CONTROL | 3 = AZTEC 4 = WORMHOLE | 4 = CAGED 5 = HANGER | 5 = GHOST TOWN 6 = OPEN SEASON | 6 = BARON'S LAIR 7 = PRISON | 7 = CAUGHTYARD 8 = METAL | 8 = REALM 9 = STRONGHOLD | 9 = ABATTOIRE 10 = REDEMPTION | 10 = ONSLAUGHT 11 = STORAGE FACILITY | 11 = HUNTED 12 = CRATER | 12 = SPEED 13 = NUKAGE PROCESSING | 13 = THE CRYPT 14 = STEEL WORKS | 14 = GENESIS 15 = DEAD ZONE | 15 = THE TWILIGHT 16 = DEEPEST REACHES | 16 = THE OMEN 17 = PROCESSING AREA | 17 = COMPOUND 18 = MILL | 18 = NEUROSPHERE 19 = SHIPPING/RESPAWNING | 19 = NME 20 = CENTRAL PROCESSING | 20 = THE DEATH DOMAIN 21 = ADMINISTRATION CENTER | 21 = SLAYER 22 = HABITAT | 22 = IMPOSSIBLE MISSION 23 = LUNAR MINING PROJECT | 23 = TOMBSTONE 24 = QUARRY | 24 = THE FINAL FRONTIER 25 = BARON'S DEN | 25 = THE TEMPLE OF DARKNESS 26 = BALLISTYX | 26 = BUNKER 27 = MOUNT PAIN | 27 = ANTI-CHRIST 28 = HECK | 28 = THE SEWERS 29 = RIVER STYX | 29 = ODYSSEY OF NOISES 30 = LAST CALL | 30 = THE GATEWAY OF HELL 31 = PHARAOH | 31 = CYBERDEN 32 = CARIBBEAN | 32 = GO 2 IT ADDITIONAL EXAMPLES =================== doom -file razed.wad Starts Doom or Ultimate Doom, and loads an external WAD file called RAZED.WAD. (In this case the WAD file must be in the same directory/folder with the game you're playing.) doom -warp 1 5 -skill 4 -record phobdeth Starts Doom or Ultimate Doom on map E1M5: PHOBOS LAB, sets the Skill to "Ultra-Violence", and begins recording a demo that will be given the filename PHOBDETH.LMP. (The ".LMP" extension will be automatically added to the filename.) doom -playdemo phobdeth Starts Doom or Ultimate Doom and plays an external demo called PHOBDETH.LMP. (In this case the demo file must be in the same directory/folder with the game you're playing.) doom -loadgame 5 Starts Doom or Ultimate Doom, restoring a previously saved game from save-game slot 5. (The game will look for the file DOOMSAV5.DSG.) doom -warp 2 1 -nomonsters Starts Doom or Ultimate Doom on map E2M1: DEIMOS ANOMALY, and excludes monsters from the game. Since -warp was specified but -skill was not, the game will begin at the default Skill 3, "Hurt me plenty". doom -devparm -warp 4 2 -skill 3 -fast Starts an Ultimate Doom game (Episode 4 appears only in Ultimate Doom) on map E4M2: PERFECT HATRED at Skill 3, and with fast monsters. Because -devparm was included, a player can create snapshot images of the game screen by tapping the F1 key at any time during play. doom -file d1maps.wad -maxdemo 750 -record a Starts a Doom or Ultimate Doom game, loading in a WAD file called D1MAPS.WAD, and begins recording a demo that will be given the filename A.LMP. The -maxdemo 750 parameter means that the recording will continue until the game is stopped, or the demo file size reaches 750 kilobytes. Since the -skill parameter was not specified, the game will begin at the default Skill 3, "Hurt me plenty". doom -skill 5 -turbo 200 Starts a Doom or Ultimate Doom game at "Nightmare!" Skill, setting the player character's maximum walking/running/strafing speed to 200 (twice the default value). doom2 -file mymap.wad Starts Doom II or Final Doom, and loads an external WAD file called MYMAP.WAD. (In this case the WAD file must be in the same directory/folder with the game you're playing.) doom2 -warp 20 -skill 2 -respawn Starts a Doom II or Final Doom game on map 20 ("GOTCHA!" in Doom II: Hell on Earth), and at Skill 2, "Hey, not too rough". The -respawn parameter means that killed monsters will reappear after a time delay. doom2 -loadgame 1 -fast Starts Doom II or Final Doom, restoring a previously saved game file from save-game slot 1. Because the -fast parameter was added, monsters will now move and fire faster than normal. doom2 -skill 0 Starts a Doom II or Final Doom game, excluding monsters, Artifacts, weapons, keys, armor, ammo, barrels, and other items and fixtures, and teleporters will be deactivated. doom2 -file d2castle.wad -playdemo mike3 Starts Doom II or Final Doom, loads an external WAD file called D2CASTLE.WAD, and plays an external demo called MIKE3.LMP. (In this case the demo and WAD files must be in the same directory/folder with the game you're playing.) doom2 -timedemo firsttry Starts a Doom II or Final Doom game, and will play a demo called FIRSTTRY.LMP at high speed. (In this case the demo file must be in the same directory or folder with the game you're playing.) doom2 -warp 16 -nomonsters -record burbs1 Starts a Doom II or Final Doom game on map 16 ("SUBURBS" in Doom II: Hell on Earth), excludes monsters, and begins recording a demo that will be called BURBS1.LMP. Since the -skill parameter was not specified, the game will begin at the default Skill 3, "Hurt me plenty". doom2 -turbo 50 Starts a Doom II or Final Doom game, setting the player character's maximum walking/running/strafing speed to 50 (half the default value). ------------------------------------------------------------------------------- Copyright (C) 1999-2010 ClassicDOOM.com -------------------------------------------------------------------------------