
But, everywhere the 2-sided flag is used (0x04), the *2 fields are correct. Some of the unknown fields have very large values which look like texture offsets for very wide textures.Īnother strange thing also seen in v0.4 and v0.5 is that, for a single-sided line, the Sector2 field seems to also contain texture offsets, as well as values in all of the *2 fields. The Alphas did some strange things with huge X and Y texture offsets, and huge patches.

Vertex1, Vertex2, Flags, Unknown, Row Offset1, Sector1, Tex Offset1, MidTex1, TopTex1, BotTex1, Row Offset2, Sector2, Tex Offset2, MidTex2, TopTex2, BotTex2 If you interpret the lump as a 2 dimensional array of 16-bit ints, 16 per column, here's the columns:

The map format is nearly the same as the Alpha v0.4/0.5 format, but the LINES lump has 2 fewer columns. So the store seems that it would have been an area within Supply Depot 2, which if I remember correctly would end up being E2M2 Containment Area in Doom. Outside, part of the running track rests on the building More storage, with maze containing storage crates with weapons. Massive freight platforms travel to second floor and basement. Storage: Huge rooms, possibly crate maze, or at least important stuff hidden behind crates. Guard/Operator Desk: Controls access to monorail switcher and elevators. Storekeeper's Office: The guy who actually dispenses materiel. Monorail Switcher: from hangar two the underground circuit's two rail system. The monorail tunnels are dull and utilitarian. Graphic Description: The supply depot is UAC, in normal UAAF shape because stuff is still routed from here to the other buildings on the base. Still used as a storage depot, but not as active as the main supply depot. Sadly the v0.3 version's level data is some slightly different funky format so there's no way to extract them yet, but I'm sure an enterprising programmer will solve that in approximately.

maybe looks like it could maybe have been intended to house an in-game shopkeeper(?!).

It shows off some Tom Hall map goodness as well as some other interesting bits like a functional always-present HUD automap in the corner of the screen(!) and a crude map entitled THESTORE that. It slots in between the incredibly crude v0.2 tech demo and the more fleshed out v0.4 alpha, so calling it "v0.3" seems like a no-brainer. Well, we can add another log to the pile, because a new long-rumored pre-alpha version dated Februhas just been unearthed. One of the most interesting aspects of Doom, besides every other part of it, is how relatively much history of the game's development has been preserved - we have alphas and betas and unused assets and even a whole friggin book devoted to the development process, which is especially amazing when you think about just how little digitized history we have from the early 1990s in general.
