17 Hell-Raising Facts About 'Doom'
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PC gaming in the early ’90s was crazy. Things happened so fast, you had no time to blink. One day you were helping a pixel with feet punch pixels with teeth, and the next you were fighting demons face to face in glorious 320x200, 256 color VGA. We don’t need to tell you that Doom changed gaming forever -- we’re here to bring you juicy behind-the-scenes stuff. (And to tell you that Doom changed gaming forever, because we’re that kind of people.) So start humming that E1M1 theme and read on…

Source: PCMag

Source: Doom Center (via archive.org)
Stephen King

Source: DoomWiki.org
Doom

Sources: Doomworld, Movie scene on YouTube

Source: DoomWiki.org

Source: decino on YouTube
Doom

Sources: Doomworld, DoomWiki.org

Sources: IGN, Gameplay on YouTube

Sources: Bethesda, DoomWiki.org
Doom

Sources: Bethesda, DoomWiki.org

Sources: Bethesda, DoomWiki.org

Source: Rome.ro
Doom II

Source: Donanım Günlüğü

Sources: Doom Wiki, DoomWiki.org

Source: Ars Technica

Source: decino on YouTube

Source: Doomworld, The Doom Bible (via Doomworld)