DOOM45.exe (AKA My First Creepypasta)

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Hellstorm Archon
 
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RE: DOOM45.exe (AKA My First Creepypasta)

#21

Post by Hellstorm Archon » Mon Jan 07, 2013 10:52 pm

Here's a preview of my next creepypasta, The Heart of Lothar.
I was an assistant creative director at id Software who worked alongside Tom Hall during the 1993 development of what would be called Doom. Since development, from what I heard, lasted from January to December, since it only took about a year to develop. I, like Tom Hall, had to resign, but while he had to resign mid-1993 due to creative differences between him and John Carmack, I left in late August, due to an entirely different reason.


From about March until my resignation, I was responsible for story-boarding and monster/weapon concepts, and I agreed with everything Hall had put out. When Hall had left, I advised Carmack and John Romero to keep some of Hall's ideas in. They agreed to keep in some of the maps (which are now in the 2nd episode of the final product), as well as some of the weapons, and extra aesthetics that didn't make it into the final product, such as wall decals, footstep sound effects, and even alternate deaths for the monsters. Ideas such as the unmaker, however, wouldn't be seen until Doom 64, and the monorail wouldn't be seen until Doom 3. All this might seem familiar to you, as well as the betas ranging from 0.2 to the press release (0.8), but the 0.1 beta was lost, as well as another beta that became the reason for me to retire. This beta, you might think, would be called 0.666 or 0.667, when in fact, the beta was called 0.7.


Things had gone very smoothly, since the AI in this beta was now working, and you could now even shoot monsters and pick up items and powerups. The mission-based code was now working, and the HUD that was shown in 0.2 was reintroduced, complete with its functions. It seemed like the game was going to be going Tom Hall's way, or so I thought.


Choosing to make a presentation to the rest of the id Software team, I oversaw the finishing touches of Episode 2, since Romero was working on Episode 1. When this demo was finished, I called for a meeting to show off the features of what could have been Doom. I started up the game, and in this version, you could play as one of the four marines Tom Hall had proposed. I started out in the rec room with just a rifle and a dead imp. Unlike the other betas, the other three marines weren't there, so I started off in the hallway. The imps acted just their final versions, as well as the zombies, but this version also included civilian zombies. I noted that this version doesn't base itself on a hub, but rather you progressed from level to level, like in the final product. However, in the lab, the fourth-to-last level in the episode, I came across an artifact called the Heart of Lothar. It was a black heart with green blood coming out of it, and was the key to opening the final room in the level, since that door was the kind of door you'd see in a Hell level. This is where things started to go awry.


When I opened the demonic door, instead of another room with a switch, there was a pitch black hallway in its place.
And no, this creepypasta will not have pop-up screamers or "INTESTINEZ EVRYWHAR".
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A short poem

I dig, you dig, we dig, he digs, she digs, they dig.

It's not a beautiful poem, but it sure is deep.

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RE: DOOM45.exe (AKA My First Creepypasta)

#22

Post by -Jes- » Tue Jan 08, 2013 12:53 am

The Doom45.exe creepypasta sounds a bit like a mix between ghouls forest and that nightmare wad inside a house.

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