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DOOM 1993
Developed by id Software, and originally released in 1993, DOOM pioneered and popularized the first-person shooter, setting a standard for all FPS games.
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Overview
DOOM 1993
Where is the options page?
Use the player options page to create your DOOM 1993 YAML. That page controls which episodes are in the seed, how weapons and filler are handled, what quality-of-life rules are active, and how much of vanilla DOOM is randomized.
What does randomization do to this game?
DOOM 1993 turns maps, keys, weapons, powerups, and level exits into Archipelago progression. Instead of playing the episodes in strict vanilla order, you use a level select hub and unlock maps as Archipelago items are found.
Each level keeps its own state when you leave and return. You can exit a level early from the hub station near the start, check another unlocked level, then come back later with more keys, weapons, or resources.
Depending on your options, monsters, pickups, music, level orientation, weapon behavior, ammo capacity, and exit requirements can also be changed.
What is the goal?
Your goal is based on the selected Goal option:
Complete All Levels: finish every level in the selected episodes.Complete Boss Levels: finish the boss map for each selected episode.
Only the selected episodes are part of the seed. If no episodes are selected, Episode 1 is used.
What is a "check" in DOOM 1993?
A check is a location that can send an Archipelago item. In DOOM 1993, checks are usually map pickups that have been replaced by Archipelago rewards. Keycard locations, weapon locations, powerup locations, computer area maps, and level exit rewards can all be checks depending on your options.
When you collect a check, the pickup itself is marked collected for that level. The item you receive may be for you, or it may be sent to another player in the multiworld.
What "items" can you unlock in DOOM 1993?
The main progression items are level unlocks and map-specific keys. Level unlocks open more maps on the level select screen. Keys unlock blue, yellow, and red doors or switches inside their matching map.
Weapons can be vanilla pickups, normal Archipelago items, progressive weapon
tokens, per-level weapon items, or per-level progressive tokens depending on
Weapon Randomization. Other useful items include computer area maps, backpack
capacity upgrades, and permanent max-health or max-armor bonuses when enhanced
bonus items are enabled.
Filler items include ammo, health, armor, and powerups unless those filler types are removed from the item pool.
Option Details
Goal
Complete All Levels requires every selected episode map to be completed.
Complete Boss Levels only requires the boss map of each selected episode.
Difficulty
Sets the DOOM skill level. The choices match vanilla DOOM: Baby, Easy,
Medium, Hard, and Nightmare. Baby gives the usual "I'm too young to die"
effects, including reduced damage and extra ammo. Nightmare keeps the vanilla
Nightmare behavior.
Random Monsters
Controls monster placement.
Vanilla: monsters stay unchanged.Shuffle: existing monsters are shuffled within each level.Random Balanced: monsters are randomized within each level while preserving broad small, medium, and large monster balance.Random Chaotic: monsters are randomized using the whole game's monster mix, which can create more uneven maps.
Random Pickups
Controls non-AP pickup randomization for pickups that remain in the level.
Vanilla: pickups stay unchanged.Shuffle: pickups are shuffled within each level.Random Balanced: pickups are randomized while keeping broad small and large pickup balance.
Random Music
Controls music randomization.
Vanilla: music stays unchanged.Shuffle Selected: music is shuffled among the levels in your selected episodes.Shuffle Game: music can be shuffled across the full game.
Flip Levels
Controls map mirroring.
Vanilla: maps are not flipped.Flipped: every level is mirrored.Randomly Flipped: each level may or may not be mirrored.
Allow Death Logic
Allows progression to be placed at locations that may require dying to retry a failed one-shot or timed setup. When this is off, those locations are excluded from progression placement.
Pro Doom
Adds harder tricks to logic, such as speedrunner-style jumps, awkward switch presses, or other advanced map interactions. Leave this off for standard logic.
Start With Computer Area Maps
Gives all Computer Area Map items at the start. This can make navigation and tracking easier, especially when map knowledge is uneven.
Show Monsters On Automap
When enabled, the automap can show live countable monsters after you have the Computer Area Map for that level. It does not reveal monsters before the map is collected.
Remove Powerups From Item Pool
Removes powerup filler items from the Archipelago item pool and replaces that space with ammo and health filler.
Remove Medikits From Item Pool
Prevents Stimpack and Medikit filler pickups from being added to the Archipelago item pool.
Remove Ammo From Item Pool
Prevents ammo filler items from being added to the Archipelago item pool.
Remove Chainsaws From Game
Removes Chainsaw pickups and Chainsaw Archipelago items.
Vanilla Powerup Locations
Leaves selected powerups in their vanilla map locations instead of turning those locations into Archipelago checks.
Enhanced AP Bonus Items
Turns Health Bonus and Armor Bonus pickups into Archipelago filler checks. Receiving a Small Health Upgrade permanently raises your max health by the configured amount. Receiving a Small Armor Upgrade permanently raises your max armor by the configured amount. Starting caps are 200 health and 200 armor.
With this option on, checked bonus locations respawn as their vanilla bonus item when pistol start reloads a level, so they can still restore health or armor without granting another max stat increase. Soul Spheres, armor pickups, and Megaspheres restore or add up to the current cap.
Enhanced AP Bonus Items Local Percent
Only available when Enhanced AP Bonus Items is on. Chooses what percentage of
Small Health Upgrade and Small Armor Upgrade items are forced into your own
enhanced bonus locations. The remaining items are released to normal multiworld
shuffle, but released items are still allowed to land back in your own world.
Treat this as a guaranteed local reservation, not an exact percentage of items
that will be sent off-world.
Pistol Start
Starts each level from pistol-start inventory, then grants the weapons and capacity upgrades you have earned from Archipelago. This is required for the per-level weapon randomization modes because those modes are meant to make each level's weapon progression matter independently.
Resume Pistol Start Levels keeps each unfinished level's in-progress save
when you leave through the hub and restores it when you return. Completed levels
discard that save and start fresh on later visits. Requires Pistol Start.
Weapon Randomization
Controls how weapon pickups and weapon items work.
Vanilla: weapon pickups stay in their vanilla map locations and weapons are removed from the Archipelago item pool.Random: weapon locations become Archipelago checks, and normal global weapon items are shuffled into the item pool.Progressive: weapon locations become Archipelago checks, and global Progressive Weapon tokens are shuffled into the item pool. Each token grants the next weapon in the progression chain.Random Per Level: weapon locations become Archipelago checks, and weapon items apply only to their target level. RequiresPistol Start.Progressive Per Level: weapon locations become Archipelago checks, and each level uses progressive weapon tokens for that level. RequiresPistol Start.
Release Keys For Completed Levels
When a level Complete item is received, any remaining key locations for that level are automatically checked. This helps prevent map-completion events from leaving behind key checks that no longer matter.
This option is disabled while Vanilla Keys Mode is enabled.
Release Computer Area Map For Completed Levels
When a level Complete item is received, any remaining Computer Area Map location for that level is automatically checked.
Release Weapons For Completed Levels
When a level Complete item is received, any remaining weapon locations for that level are automatically checked. This is mainly useful with per-level or progressive weapon modes.
Backpack Options
Progressive Backpacks turns vanilla Backpack locations into progressive ammo
capacity upgrades.
Split Backpack splits backpack upgrades into separate bullet, shell, rocket,
and energy capacity upgrades.
Backpack Start Ammo applies when Pistol Start is enabled. Collected backpack
capacity upgrades grant starting ammo for that ammo type at the beginning of a
level.
Backpack Count controls how many Backpack upgrades are available. With
Split Backpack, it controls the count for each split ammo-capacity upgrade.
Ammo Capacity Options
Max Ammo - Bullets, Max Ammo - Shells, Max Ammo - Rockets, and Max Ammo - Energy Cells set the starting ammo caps.
Added Ammo - Bullets, Added Ammo - Shells, Added Ammo - Rockets, and
Added Ammo - Energy Cells control how much capacity is added by backpack or
capacity-upgrade items.
Reset Level On Death
When on, dying resets the current level and respawns monsters, while keeping your inventory and completed checks. Turning it off is easier because a failed level does not reset as harshly.
Death Link
Connects DOOM deaths to the Archipelago DeathLink system. If another player sends a DeathLink, you die. If you die, other DeathLink-enabled players receive one.
Require 100% Kills To Exit
Requires all countable monsters in a level to be killed before the exit can be used.
Episode Options
Episode 1, Episode 2, Episode 3, and Episode 4 choose which Ultimate
DOOM episodes are included in the seed. If every episode is turned off, Episode
1 is selected automatically.