ART BY:
Tacki
Original Work - https://www.furaffinity.net/view/35612986/
There’s a little hero in all of us. There is also more than one way to wipe out scary monsters who threaten peace, love, and snack time.
My first exposure to the ‘Doom’ franchise was back in 1995. The friend who initially taught me how to use a PC played it and, when I got my own computer at home, he installed it onto my computer to play in glorious DOS 6.22. Kazootles is it ever so unbelievable that a computer with 66 MHz of processor power and 8 MB of EDO RAM could do so much. You even could use your super-ultra-mega fast 14.4 modem to do what many had come to love in the original Doom games. This, of course, being ‘Death Match’.
Doom 2 was the game I started with. I enjoyed going through the levels and blasting my way to victory. I was particularly fond of the ‘Super Shotgun’ / ‘Double-Barrel Shotgun. I liked to run up to Hell Knights and barons of Hell, blast em’ point blank in the torso and rush back before they could retaliate. (Although I did Death match in Doom and Doom 2, I played more of the spin-off games, ‘Quake’ and ‘Quake 2’, in online multiplayer. My strategy was the same as I favored getting close and blasting the ‘Super Shotgun to earn a ‘frag’, or at least inflict a heavy amount of damage’.)
I was quite familiar with the ‘Cheat Codes’. However I can proudly state how I genuinely finished Doom 2 on ‘Ultra Violence’ difficulty free of using any cheat codes. The ‘Icon Of sin’ was certainly way different back then compared to what was fought in Doom: Eternal.
Then something Gabby-Gabby-Gaboo happened. My friend and I found a Doom, Doom 2, and Heretic level maker! I spent hours learning how to create rooms, stairs, doors, and switches. You truly don’t gain respect for the amount of work the developers put into a game until you have to utilize precise values, selections, and other criteria to make a simple staircase, door trigger, and teleporter work properly.
The level maker also made you have to learn how to code in DOS to play your level(s). Perhaps some remember the following line…
C:\Doom2\Doom2 -file Yoshi.wad
As I saw my friend every summer, until the end of my junior year of High School, I would spend off-and-on time creating levels for him to finish. It could take me between a month to six months to finish a stage that I would play test on ‘Ultra Violence’ to make sure the level was doable. (Even if I had multiple levels in a .WAD file, I’d make sure each could be finished if you started with only 100% health and 50 pistol rounds)
There was also how you could ‘stack’ .WAD files. So, if you wanted to use the music and/or textures from ‘Final Doom’, you would have something like this…
C:\Doom2\Doom2 -file tnt.wad, Yoshi.wad
As you can see, each .WAD file overwrites the previous one. So, in the above, Doom2 itself loads the base game and maps. The ‘-file’ overlaps it. So the ‘TNT.WAD’ grants the music and textures from ‘Final Doom’ and YOSHI.WAD will overlap data from the DOOM2.WAD and TNT.WAD.
It was an incredible amount of effort to make levels. However I enjoyed creating my own adventures. My last effort was using the TNT.WAD to create stages that would appear like you were making continuous progress but the doors, teleporters, etc. used to end the initial level would be deactivated as, well, you can’t go back to previous levels.
Another fun fact, as I know I’m getting too quackers, is I finished the original Doom’s “Inferno” mission on Ultra Violence during downtime I had in my 11th grade computer class!
I’m also proud of how, after epic effort, I finished ‘Thy Flesh Consumed’ from Ultimate Doom on ‘Ultra Violence’ and got more than halfway through ‘The Plutonia Experiment’ of Final Doom.
‘Doom 64’ was truly an amazing game that immersed you deeply into all the Doom franchise had to offer. You could not save your progress as you went through a level so, big surprise, you had to have a lot of patience to make sure you didn’t die between start to finish. I believe my last stand in the game was Level 23 on the setting, ‘I Own Doom’ / Ultra Violence.
This would end my days playing Doom. Doom 3 was delayed and the delay pushed the system requirements to a minimum 1.4 GHz processor and, at that time, I had a 1.2. (Quite the difference between the original Doom, Ultimate Doom, Doom 2, and Final Doom games needing, at absolute most, 100 MHz, 16 MB RAM, and, maybe, 80 MB of Hard Drive space combined.)
When ‘Doom 4’ / ‘Doom 2016’ was coming out, my eyesight was all but gone. I wanted to play it so bad as, well, it was a game series that I was quite involved in and what got me to push myself to learn how to navigate DOS prompts, creating .ZIP files, and other such things.
My brother-in-law finished Doom 2016 for me as, kindly, he allowed me to vicariously play through him when I bought the game for $20 off of eBay in 2016. My son is how I got to enjoy ‘Doom: Eternal’. I just kept imagining myself when I had the visual ability to go through and lay waste to the hoards of vile monsters.
This picture is not just a fun play on the Doom Guy & Isabelle meme. It is a way for me to get myself back into one of the most influential games in my life that inspired me to learn all I could in how to operate a computer. Without having to learn all I did to play Doom, give copies of Doom to friends, develop and share levels, etc., I may not have built the proper skills to do what I do now to perform basic computer operations. The amount of patience needed to do some of these actions certainly helped me learn to keep my cool during the massive learning curve from DOS to Windows 95, 98, and onward until DOS was no longer a part of basic operations in Windows. (If I had a dollar for every time my system crashed while trying to make Windows 95 work how I wanted it to, I’d be quite rich)
So, with this image, I start a new legacy. The legacy of creatively going into battle in the name of bringing light into the darkness that is my eternally-lost eyesight. I no longer hold my crown for being “The One To Beat” in video games. However I was once one of the best in my hometown and was challenged by many to prove what couldn’t be done could be done. I do this now using access technology, imagination, and a little extra ‘protection’ in the event I come across a big meanie who blocks my path towards living beyond being “The blind guy who once was.”.
[b][i]Your Pal:

---Yosh E. O’ducky ;)
TackiOriginal Work - https://www.furaffinity.net/view/35612986/
There’s a little hero in all of us. There is also more than one way to wipe out scary monsters who threaten peace, love, and snack time.
My first exposure to the ‘Doom’ franchise was back in 1995. The friend who initially taught me how to use a PC played it and, when I got my own computer at home, he installed it onto my computer to play in glorious DOS 6.22. Kazootles is it ever so unbelievable that a computer with 66 MHz of processor power and 8 MB of EDO RAM could do so much. You even could use your super-ultra-mega fast 14.4 modem to do what many had come to love in the original Doom games. This, of course, being ‘Death Match’.
Doom 2 was the game I started with. I enjoyed going through the levels and blasting my way to victory. I was particularly fond of the ‘Super Shotgun’ / ‘Double-Barrel Shotgun. I liked to run up to Hell Knights and barons of Hell, blast em’ point blank in the torso and rush back before they could retaliate. (Although I did Death match in Doom and Doom 2, I played more of the spin-off games, ‘Quake’ and ‘Quake 2’, in online multiplayer. My strategy was the same as I favored getting close and blasting the ‘Super Shotgun to earn a ‘frag’, or at least inflict a heavy amount of damage’.)
I was quite familiar with the ‘Cheat Codes’. However I can proudly state how I genuinely finished Doom 2 on ‘Ultra Violence’ difficulty free of using any cheat codes. The ‘Icon Of sin’ was certainly way different back then compared to what was fought in Doom: Eternal.
Then something Gabby-Gabby-Gaboo happened. My friend and I found a Doom, Doom 2, and Heretic level maker! I spent hours learning how to create rooms, stairs, doors, and switches. You truly don’t gain respect for the amount of work the developers put into a game until you have to utilize precise values, selections, and other criteria to make a simple staircase, door trigger, and teleporter work properly.
The level maker also made you have to learn how to code in DOS to play your level(s). Perhaps some remember the following line…
C:\Doom2\Doom2 -file Yoshi.wad
As I saw my friend every summer, until the end of my junior year of High School, I would spend off-and-on time creating levels for him to finish. It could take me between a month to six months to finish a stage that I would play test on ‘Ultra Violence’ to make sure the level was doable. (Even if I had multiple levels in a .WAD file, I’d make sure each could be finished if you started with only 100% health and 50 pistol rounds)
There was also how you could ‘stack’ .WAD files. So, if you wanted to use the music and/or textures from ‘Final Doom’, you would have something like this…
C:\Doom2\Doom2 -file tnt.wad, Yoshi.wad
As you can see, each .WAD file overwrites the previous one. So, in the above, Doom2 itself loads the base game and maps. The ‘-file’ overlaps it. So the ‘TNT.WAD’ grants the music and textures from ‘Final Doom’ and YOSHI.WAD will overlap data from the DOOM2.WAD and TNT.WAD.
It was an incredible amount of effort to make levels. However I enjoyed creating my own adventures. My last effort was using the TNT.WAD to create stages that would appear like you were making continuous progress but the doors, teleporters, etc. used to end the initial level would be deactivated as, well, you can’t go back to previous levels.
Another fun fact, as I know I’m getting too quackers, is I finished the original Doom’s “Inferno” mission on Ultra Violence during downtime I had in my 11th grade computer class!
I’m also proud of how, after epic effort, I finished ‘Thy Flesh Consumed’ from Ultimate Doom on ‘Ultra Violence’ and got more than halfway through ‘The Plutonia Experiment’ of Final Doom.
‘Doom 64’ was truly an amazing game that immersed you deeply into all the Doom franchise had to offer. You could not save your progress as you went through a level so, big surprise, you had to have a lot of patience to make sure you didn’t die between start to finish. I believe my last stand in the game was Level 23 on the setting, ‘I Own Doom’ / Ultra Violence.
This would end my days playing Doom. Doom 3 was delayed and the delay pushed the system requirements to a minimum 1.4 GHz processor and, at that time, I had a 1.2. (Quite the difference between the original Doom, Ultimate Doom, Doom 2, and Final Doom games needing, at absolute most, 100 MHz, 16 MB RAM, and, maybe, 80 MB of Hard Drive space combined.)
When ‘Doom 4’ / ‘Doom 2016’ was coming out, my eyesight was all but gone. I wanted to play it so bad as, well, it was a game series that I was quite involved in and what got me to push myself to learn how to navigate DOS prompts, creating .ZIP files, and other such things.
My brother-in-law finished Doom 2016 for me as, kindly, he allowed me to vicariously play through him when I bought the game for $20 off of eBay in 2016. My son is how I got to enjoy ‘Doom: Eternal’. I just kept imagining myself when I had the visual ability to go through and lay waste to the hoards of vile monsters.
This picture is not just a fun play on the Doom Guy & Isabelle meme. It is a way for me to get myself back into one of the most influential games in my life that inspired me to learn all I could in how to operate a computer. Without having to learn all I did to play Doom, give copies of Doom to friends, develop and share levels, etc., I may not have built the proper skills to do what I do now to perform basic computer operations. The amount of patience needed to do some of these actions certainly helped me learn to keep my cool during the massive learning curve from DOS to Windows 95, 98, and onward until DOS was no longer a part of basic operations in Windows. (If I had a dollar for every time my system crashed while trying to make Windows 95 work how I wanted it to, I’d be quite rich)
So, with this image, I start a new legacy. The legacy of creatively going into battle in the name of bringing light into the darkness that is my eternally-lost eyesight. I no longer hold my crown for being “The One To Beat” in video games. However I was once one of the best in my hometown and was challenged by many to prove what couldn’t be done could be done. I do this now using access technology, imagination, and a little extra ‘protection’ in the event I come across a big meanie who blocks my path towards living beyond being “The blind guy who once was.”.
[b][i]Your Pal:

---Yosh E. O’ducky ;)
Category All / Baby fur
Species Unspecified / Any
Size 1280 x 1229px
File Size 250.2 kB
Thanks for sharing a little bit more about yourself Yosh. I didn't know you were so tied to this franchise. I also didn't know you had designed so many different levels for the classic Doom games. I wonder if you posted those somewhere publicly and if people are still enjoying those stages to this day.
Anyways, your positive attitude is definitely an inspiration to me. I'm looking forward to engaging more with your works in the future.
Anyways, your positive attitude is definitely an inspiration to me. I'm looking forward to engaging more with your works in the future.
When my sister and I ran a dial-up Bulletin Board Service (BBS), I uploaded my .WAD files to the download section. I don't know how many DownLoeded the files. However I know I still have one of these levels on the first CD-R I made. It also contains the non-Y2K compatible BBS system with all information frozen in time from when my sister drew the .ANS files along with two customized version of the classic game "Legend Of The Red Dragon". :)
Oh, I was into this franchise. I did play through 'Wolfenstein 3D but I was all-in with Doom.
An interesting addition is, when 'Duke Nukem 3D' came out, a friend of mine used a level maker to perfectly recreate Doom's E1 M1 so we could use it to Death Match in it. The only difference was the level exit was converted to a teleporter that returned you to the start point.
One of the most gloriest losses to the friend mentioned above was when we were racing to see who could get 50 frags first. It was 49 / 49 and I spotted him on the 'Ultimate Doom' #E1 M1 hiding in a space. I strafed and shot a rocket directly at him... However he did not die and I was soon melted by the BFG. The next day at school, I asked him how he survived that direct hit with the rocket. His answer was 200% Health, 200% Armor, and a screen that stayed all red for about 5 seconds. :)
My friend, Enoch, was the one I visited for years every summer. He had a 286, 386, and a 486 computer. He liked how I wanted to 'learn what he knew' and, when my sister and I got our computer, we bootlegged a lot of stuff onto it. However, of it all, being able to play Doom 2 was the highlight. (He also had some amazing copies of Mortal Kombat 2 and 3 that were arcade quality, too)
Heretic was a game made with id software and Raven. It was super cool as it took the Doom engine, turned everything medieval, and added sound effects!
If you were making a level in Heretic, you got to see that the 'sounds' did not come from the textures. Rather, you placed them, typically, outside of the wall the sound was meant to trigger at. It was fun feeling like you brought the world to life by adding waterfall sounds that adapted in volume based on distance, or had vile laughter just erupt as you got closer to something. :)
Oh, how that was such a life ago. Though that time in life is what genuinely helped me make stories, as my level designs always had a story to them, and I loved hearing what people thought of everything I continued to figure out to do with the Doom / Heretic level maker. (The level maker was largely just a sheet of digital graph paper that you used different tools to draw and connect areas. However you had to be very careful of which direction a selected wall texture was pointing. I messed up a lot of floor, ceiling, and teleporters by neglecting proper 'trigger' / 'display angles. You also had to really keep in mind what 'floor height' and 'celing height' you had. Doom Guy, if I recall, could not go over a step over a value of 10 and making rooms had to, safely, be 100 above the base floor level.)
*Happy Sighs and Snuggles* Thanks, Tacki. :)
Oh, I was into this franchise. I did play through 'Wolfenstein 3D but I was all-in with Doom.
An interesting addition is, when 'Duke Nukem 3D' came out, a friend of mine used a level maker to perfectly recreate Doom's E1 M1 so we could use it to Death Match in it. The only difference was the level exit was converted to a teleporter that returned you to the start point.
One of the most gloriest losses to the friend mentioned above was when we were racing to see who could get 50 frags first. It was 49 / 49 and I spotted him on the 'Ultimate Doom' #E1 M1 hiding in a space. I strafed and shot a rocket directly at him... However he did not die and I was soon melted by the BFG. The next day at school, I asked him how he survived that direct hit with the rocket. His answer was 200% Health, 200% Armor, and a screen that stayed all red for about 5 seconds. :)
My friend, Enoch, was the one I visited for years every summer. He had a 286, 386, and a 486 computer. He liked how I wanted to 'learn what he knew' and, when my sister and I got our computer, we bootlegged a lot of stuff onto it. However, of it all, being able to play Doom 2 was the highlight. (He also had some amazing copies of Mortal Kombat 2 and 3 that were arcade quality, too)
Heretic was a game made with id software and Raven. It was super cool as it took the Doom engine, turned everything medieval, and added sound effects!
If you were making a level in Heretic, you got to see that the 'sounds' did not come from the textures. Rather, you placed them, typically, outside of the wall the sound was meant to trigger at. It was fun feeling like you brought the world to life by adding waterfall sounds that adapted in volume based on distance, or had vile laughter just erupt as you got closer to something. :)
Oh, how that was such a life ago. Though that time in life is what genuinely helped me make stories, as my level designs always had a story to them, and I loved hearing what people thought of everything I continued to figure out to do with the Doom / Heretic level maker. (The level maker was largely just a sheet of digital graph paper that you used different tools to draw and connect areas. However you had to be very careful of which direction a selected wall texture was pointing. I messed up a lot of floor, ceiling, and teleporters by neglecting proper 'trigger' / 'display angles. You also had to really keep in mind what 'floor height' and 'celing height' you had. Doom Guy, if I recall, could not go over a step over a value of 10 and making rooms had to, safely, be 100 above the base floor level.)
*Happy Sighs and Snuggles* Thanks, Tacki. :)
I wanted to play Doom 3 very badly. Though that processor requirement ruined me and, by the time I had a capable computer, my sight was shot. :(
However I did manage to read the two books about Doom 3 and, truly, they are good! lots of great storytelling and action as we get to know 'Doom Guy' along with get a fantastic back story, additional colleagues, and a lot of intense moments as the mission is accomplished by sealing the natural gate to Hell that was sealed by the cube.
The books also let you know more about the UAC, the current state of Earth in the Doom 3 universe, and how scientists in a deep-sea lab find a correlation between what transformed humans into monsters through analyzing deep-trench, underwater volcanos.
However I did manage to read the two books about Doom 3 and, truly, they are good! lots of great storytelling and action as we get to know 'Doom Guy' along with get a fantastic back story, additional colleagues, and a lot of intense moments as the mission is accomplished by sealing the natural gate to Hell that was sealed by the cube.
The books also let you know more about the UAC, the current state of Earth in the Doom 3 universe, and how scientists in a deep-sea lab find a correlation between what transformed humans into monsters through analyzing deep-trench, underwater volcanos.
Aww, neato! Folks really love Doom - it was super big in the 90s, I remember my neighbors and dad played it, definitely one that guys could get behind, and it ran pretty well on all our boxy computers back then, hehe. It's cool to hear kids could share levels and games and play it together! It sure looked tough, but was far from my interests so I've barely played. I might have rented the N64 one though! The series kinda seems to have died out in the late 90s, even though I think they kept making games (and even another movie, The Rock mentions he was part of that and a lot of bad video game movies, did you ever watch that one?)
When the series sprung back in 2016 or so, it seemed really neat and well-done! Action-oriented, crazy graphics, a bit brutal ripping off heads and stuff, but nice to see an old beloved series succeed again. (:
Cute art with you and Isabelle all doomed up! She kinda looks like Samus with a more orange one, and you look great in green! Tacki did a good job. (: Plus it's fun to see how much ISabelle and Doom are blending in these days, you're adding onto the friendly blending of the series!
When the series sprung back in 2016 or so, it seemed really neat and well-done! Action-oriented, crazy graphics, a bit brutal ripping off heads and stuff, but nice to see an old beloved series succeed again. (:
Cute art with you and Isabelle all doomed up! She kinda looks like Samus with a more orange one, and you look great in green! Tacki did a good job. (: Plus it's fun to see how much ISabelle and Doom are blending in these days, you're adding onto the friendly blending of the series!
I'm elated to be adding to the fun of Doom Guy and Isabelle coming together for good times. I usually don't get into memes but, well, this one was going to happen regardless as I adore Isabelle and, as noted above, Doom 2 was my first PC game. :)
I was pleasantly surprised when they re-released Doom 64. Moreover is how, at last, they are connecting Doom 64 with Doom 2016!
QUACK ABRIDGED:
Doom 64 ends with Doom Guy figuring there is no point in leaving Hell. So he stays there to clobber demons. Doom 2016 starts out by saying how there was someone who merrily hunted the demons in Hell until he was trapped and sealed away. The 'Slayer' was recovered by the UAC and Dr Samuel Hayden.
So, as Doom 64 is the last game in the original Doom series, Doom Guy stays in Hell, and Doom Guy is brought out of Hell for Doom 2016, well, it only makes sense they made 2016 knowing that Doom Guy had gone very hardcore as he spent time scaring the denizens of Hell.
Doom 3 was a 'series reboot'. I never could play it BUT there are two books that tell the story and they're great! :)
Thanks for your time in looking over this post. As always, I wish I could see the art myself. However I know Tacki is great and, if you like it, it makes it all the better. :)
I was pleasantly surprised when they re-released Doom 64. Moreover is how, at last, they are connecting Doom 64 with Doom 2016!
QUACK ABRIDGED:
Doom 64 ends with Doom Guy figuring there is no point in leaving Hell. So he stays there to clobber demons. Doom 2016 starts out by saying how there was someone who merrily hunted the demons in Hell until he was trapped and sealed away. The 'Slayer' was recovered by the UAC and Dr Samuel Hayden.
So, as Doom 64 is the last game in the original Doom series, Doom Guy stays in Hell, and Doom Guy is brought out of Hell for Doom 2016, well, it only makes sense they made 2016 knowing that Doom Guy had gone very hardcore as he spent time scaring the denizens of Hell.
Doom 3 was a 'series reboot'. I never could play it BUT there are two books that tell the story and they're great! :)
Thanks for your time in looking over this post. As always, I wish I could see the art myself. However I know Tacki is great and, if you like it, it makes it all the better. :)
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