COMMON DOOM/DOOM II COMMAND-LINE PARAMETERS
===========================================
Below are common parameters used when running single-player
PC Doom or Doom II games from a (DOS) command line.
A similar list, which includes parameters for multiplayer
games, can be found in the README.TXT file included with
your game. A larger quick-reference list of parameters can
be found in section 9-2 of the Official Doom/Doom II FAQ
(see www.gamers.org/docs/FAQ/doomfaq for the complete FAQ).
Most parameters will work with the DOS-based Doom/Doom II
engines, and also the Windows-based "Doom 95" source port
when started from the (DOS) command line.
For best results with DOS-based engines, use version 1.9.
This document is a plain-ASCII version of the original HTML
DOOMPARM file at: http://classicdoom.com/doomparm.htm
Contents in order of appearance:
o Quick-reference list of main command-line parameters
o Expanded information on each, and basic examples of usage
o List of Doom/Doom II/Final Doom -WARP codes and map names
o Detailed samples of command-line parameter usage
-BASEWAD IwadName.WAD (Doom 95 only): Select main Game IWAD
-DEVPARM: Enable screenshots (F1 key), and other functions
-FAST: Monsters move/fire faster at Skills 1 through 4
-FILE WadName.WAD: Load one or more external WAD/PWAD files
-LOADGAME SavedGame# (0 through 5): Load a saved game
-MAXDEMO #Kilobytes: Allow larger demo files to be recorded
-NODM (Doom 95 only): Bypass the Windows Doom 95 Launcher
-NOMONSTERS: Exclude monsters from the game
-NOWARN (Doom 95 only): Bypass "warning" when loading PWADs
-PLAYDEMO DemoName (minus ".LMP" extension): Play a demo
-RECORD DemoName (minus ".LMP" extension): Record demo file
-RESPAWN: Killed monsters reappear at Skills 1 through 4
-SKILL Skill# (1 through 5, or 0): Set starting Skill level
-TIMEDEMO DemoName (minus ".LMP" extension): Play demo fast
-TURBO Speed# (0 through 255): Set player character's speed
-WARP Episode# Map#: Set Doom or Ultimate Doom starting map
-WARP Map#: Set Doom II or Final Doom starting map
-BASEWAD
--------
-basewad IwadName.wad
Note: Only useful when running the Doom 95 source port from
the (DOS) command line with the -nodm parameter.
Selects the main Game WAD (IWAD) for Doom 95 when bypassing
the Windows Doom 95 Launcher. Common Game WAD choices are:
doom.wad = Doom/Ultimate Doom
doom2.wad = Doom II: Hell on Earth
tnt.wad = Final Doom: TNT/Evilution
plutonia.wad = Final Doom: The Plutonia Experiment
Make sure the desired Game WAD is in Doom 95's main folder/
directory, and include the ".wad" extension when specifying
a WAD's filename.
See also: -nodm
Examples of usage:
doom95 -nodm -basewad doom.wad
doom95 -nodm -basewad doom2.wad
doom95 -nodm -basewad tnt.wad
doom95 -nodm -basewad plutonia.wad
-DEVPARM
--------
Among other functions, the -devparm parameter allows you to
save a screenshot (a "snapshot" of the game screen) by
pressing the F1 key. Screenshots can be created during a
live game, or during demo playback.
Screenshots are saved as v3.0 PCX-format graphics files.
(This is a bitmap format originally used by ZSoft's "PC
Paintbrush" software.) With standard Doom/Doom II games,
up to 100 images can be saved to the current directory or
folder, with automatically-assigned filenames ranging from
DOOM00.PCX up through DOOM99.PCX.
When creating multiple screenshots, some images saved to
disk may have the words "SCREEN SHOT" in the upper left
corner. This can be avoided by turning off messages a few
seconds before making screenshots. (The F8 key can toggle
on-screen messages off and on at any time during play.)
If -devparm is used with the original DOS-mode engines, the
bottom left edge of the screen will display a frame-rate
meter. This is rendered as a horizontal line of 20 dark
spaces, which are filled in from the left by a variable
number of bright dots. At any given time the current frame
rate is 70/(bright dots+1). On fast machines, the meter
will often show only one bright dot, indicating a refresh
rate of 35 frames per second.
If -devparm is used with the Windows-based Doom 95 engine,
the game's current frame rate will be displayed in messages
at the upper left corner of the game screen.
(Note: -devparm is also used in conjunction with some other
parameters which are not addressed in this document. Early
versions of Doom also require -devparm as a prefix to some
other command-line parameters.)
Examples of usage:
doom -devparm
doom2 -devparm
-FAST
-----
Note: -fast should be accompanied by a -warp, -skill,
-record, or -loadgame parameter.
Monsters move and fire up to three times faster at Skills 1
through 4. (This is virtually identical to how monsters
move and fire when playing at "Nightmare!" Skill.)
See also: -warp, -skill, -record, -loadgame
Examples of usage:
doom -fast -warp 2 4
doom -skill 1 -fast
doom -fast -record dodge
doom -loadgame 0 -fast
doom2 -fast -warp 7
doom2 -skill 1 -fast
doom2 -fast -record dodge
doom2 -loadgame 0 -fast
-FILE
-----
-file WadName.wad
Temporarily imports external WAD/PWAD files into the game.
Make sure the WADs are in the same directory/folder with
the game you're playing (or specify the exact path), and
include the ".wad" extension when specifying each filename.
When loading an external WAD file, the game may display a
paragraph-long message which reads (in part): "ATTENTION:
This version of DOOM has been modified." This message is
typically an indication that 1 or more internal maps will
be temporarily replaced by maps from the selected WAD files
when gameplay begins.
Note that not all WAD files replace the first map of the
game's normal internal map set. If you loaded an external
WAD but the game looks normal, the WAD probably replaces
maps which come after (or before) the map you're currently
on. In that case, you may want to use the -warp parameter
in conjunction with the -file parameter to choose another
starting map.
Multiple WADs may be loaded into one game by specifying the
filenames and separating them with a space. (As such, this
parameter is especially useful with the Doom 95 source
port, which does not allow multiple WADs to be selected in
its Windows Launcher interface.)
Note that multiple WADs will be loaded in the order you
specify, and if two or more WADs replace a given map, only
the last-loaded version of that map is used. (For example,
if A.WAD, B.WAD and C.WAD all replace map 1, and all three
WADs are loaded in alphabetical order, then only C.WAD's
version of map 1 will be used during the game.)
See also: -warp
Examples of usage:
doom -file d1levels.wad
doom -file d1levels.wad -warp 3 1
doom -file maps.wad moremaps.wad
doom95 -nodm -basewad doom.wad -file maps.wad moremaps.wad
doom2 -file d2levels.wad
doom2 -file d2levels.wad -warp 2
doom2 -file maps.wad moremaps.wad
doom95 -nodm -basewad doom2.wad -file maps.wad moremaps.wad
-LOADGAME
---------
-loadgame SavedGame#
Loads a previously saved game from the specified save-game
slot number (0 through 5).
(Commercial versions of Doom and Doom II can save a game
in progress to one of six save-game slots, which appear on
the "SAVE GAME" and "LOAD GAME" screens. Saved games are
stored as files, with filenames ranging from DOOMSAV0.DSG
through DOOMSAV5.DSG to correspond with the slot number.)
The -loadgame parameter can also be used to load game files
from nonexistent slots. For example, "-loadgame 9" would
look for and load a file called DOOMSAV9.DSG, "-loadgame k"
would look for and load a file called DOOMSAVK.DSG, etc.
By renaming save-game files accordingly, you can preserve
and restore games beyond the normal 6-slot limit.
Use the -file parameter in conjunction with -loadgame to
reload any external WAD/PWAD files that were present when
the game was originally saved. (If a game was saved while
an external WAD was in use, then that same WAD should be
loaded when that saved game is restored; otherwise the game
can crash, or other unpredictable effects can occur.)
Note: The following parameters are generally incompatible
with -loadgame: -nomonsters, -playdemo, -skill, -timedemo,
and -warp.
See also: -file
Examples of usage:
doom -loadgame 3
doom -file fortress.wad -loadgame 4
doom2 -loadgame 3
doom2 -file fortress.wad -loadgame 4
-MAXDEMO
--------
-maxdemo #Kilobytes
Note: Only useful when combined with the -record parameter.
Allows you to reset the maximum file size for a demo file
that you are about to record. The file size is specified
in kilobytes (1 kilobyte is 1,024 bytes).
Without -maxdemo, a recording session will automatically
halt (ending the game) when the file size of the recorded
demo reaches 131,058 bytes, or just under 128 kilobytes.
This default demo size limit of 128K is typically reached
after about 15 minutes of recording.
To extend recording time, set the -maxdemo parameter to a
value above 128. For recording sessions of an hour or
more, set -maxdemo above 512 kilobytes.
Avoid using commas when specifying a number. For example
"one thousand" would be entered as 1000 (not 1,000).
See also: -record
Examples of usage:
doom -maxdemo 600 -record longdemo
doom2 -maxdemo 600 -record longdemo
-NODM
-----
Note: Only useful when running the Doom 95 source port from
the (DOS) command line.
Bypass the Windows Doom 95 Launcher interface. This allows
some parameters to be passed to the Doom 95 engine without
being superseded by Launcher settings or selections.
When using the -nodm parameter, it is advisable to also use
the -basewad parameter to specify the main Game WAD (IWAD).
(If -nodm is used but -basewad is not, Doom 95 may choose
an IWAD by default. If no base IWAD is found, Doom 95 will
halt with a "Game mode indeterminate" error message.)
See also: -basewad
Examples of usage:
doom95 -nodm -basewad doom.wad
doom95 -nodm -basewad doom2.wad
doom95 -nodm -basewad tnt.wad
doom95 -nodm -basewad plutonia.wad
-NOMONSTERS
-----------
Note: -nomonsters should be accompanied by a -warp, -skill,
or -record parameter.
In general, no monsters will appear during the game. (In
Doom II games, this parameter will not prevent the "Boss"
entity from appearing, and will not affect its ability to
spawn monsters.)
In original Doom/Doom II games, the use of the -nomonsters
parameter can make it impossible to exit some maps without
cheating. (For example, the Doom 1 map E1M8: PHOBOS
ANOMALY, and the Doom II map 07: DEAD SIMPLE both require
the deaths of certain monsters before an exit is made
accessible.)
See also: -warp, -skill, -record
Examples of usage:
doom -nomonsters -warp 3 7
doom -skill 4 -nomonsters
doom -nomonsters -record imalone
doom2 -nomonsters -warp 1
doom2 -skill 4 -nomonsters
doom2 -nomonsters -record imalone
-NOWARN
-------
Note: Only useful when running the Doom 95 source port from
the (DOS) command line.
Bypass the "ATTENTION..." message that appears when loading
external WADS/PWADs with the -file parameter (or when using
Doom 95's Windows-based Launcher to select files).
See also: -file
Examples of usage:
doom95 -nowarn
doom95 -nowarn -file mymaps.wad
-PLAYDEMO
---------
-playdemo DemoName
Note: Do not include the ".lmp" extension when specifying
the demo's filename.
Used primarily to replay external demo files.
You can also replay internal demos by specifying a demo
name of "demo1", "demo2", "demo3" or "demo4" as applicable.
(Original Doom, Doom II, and both Final Doom games each
have 3 built-in demos; Ultimate Doom has 4 built-in demos.)
Note that an internal demo will be played only if the game
cannot find an external demo of the same name.
The game will automatically end once the demo has finished
playing. To end a game before the demo has finished, press
F10, then hit Y.
See also: -record, -timedemo
Examples of usage:
doom -playdemo mydemo
doom -playdemo demo3
doom2 -playdemo mydemo
doom2 -playdemo demo3
-RECORD
-------
-record DemoName
Note: Use only letters and/or numbers when specifying the
demo's filename, and limit the filename to 8 characters or
less. Also, do not include a filename extension; The game
will automatically add a ".LMP" extension to the filename
you specify.
Records a demo of the game you are about to play. To halt
recording and end the game, press the Q key (or press F10,
then hit Y).
This parameter is especially useful with the Doom 95 source
port, which does not allow gameplay to be recorded through
its Windows Launcher interface. (The "record" option that
appears in the Launcher does not actually produce a working
demo file.)
If -record is used but -warp is not, the game will begin on
its first map.
If the -maxdemo parameter is not used, a recording session
will automatically halt (and the game ends) after about 15
minutes.
If the special "-skill 0" parameter is used, the recorded
demo may not play back correctly. (A Skill setting of 0 is
not preserved in recorded demos.)
For best results when recording any demo, avoid pausing the
game, calling up menu screens, or entering cheat codes
while playing.
See also: -maxdemo, -playdemo, -skill, -warp
Examples of usage:
doom -record mydemo
doom -maxdemo 1000 -record mydemo
doom95 -nodm -basewad doom.wad -record mydemo
doom2 -record mydemo
doom2 -maxdemo 1000 -record mydemo
doom95 -nodm -basewad doom2.wad -record mydemo
-RESPAWN
--------
Note: -respawn should be accompanied by a -warp, -skill,
-record, or -loadgame parameter.
At Skill levels 1 through 4, killed monsters will respawn
(regenerate/reappear) after a time delay, which can range
from seconds to minutes. This respawning effect occurs
naturally in games played at Skill 5, "Nightmare!".
Monsters will reappear at their original starting points
whenever possible.
See also: -warp, -skill, -record, -loadgame
Examples of usage:
doom -warp 1 7 -respawn
doom -skill 4 -respawn
doom -respawn -record theyrbak
doom -loadgame 2 -respawn
doom2 -warp 14 -respawn
doom2 -skill 4 -respawn
doom2 -respawn -record theyrbak
doom2 -loadgame 2 -respawn
-SKILL
------
-skill Skill#
Select the Skill level to begin playing at. Standard Skill
value choices are:
1 = "I'm too young to die."
2 = "Hey, not too rough."
3 = "Hurt me plenty."
4 = "Ultra-Violence."
5 = "Nightmare!"
Another option is "-skill 0", which prevents all "Things"
from appearing in the game. "Things" include monsters,
Artifacts, weapons, keys, armor, ammo, barrels, and other
items and fixtures. The -skill 0 setting also deactivates
all teleporters in the game.
If the -skill parameter is used but -warp is not, the game
will automatically begin on its first map.
Note: If no Skill level is chosen before play begins, the
game will default to Skill 3, "Hurt me plenty".
See also: -warp
Examples of usage:
doom -skill 4
doom2 -skill 4
-TIMEDEMO
---------
-timedemo DemoName
Note: Do not include the ".lmp" extension when specifying
the demo's filename.
Replays external (or internal) demos at accelerated speed.
The game will automatically end once the demo has finished
playing. To end a game before the demo has finished, press
F10, then hit Y.
When the end of the demo has been reached, two values will
be displayed: "Gametics" and "Realtics". The demo's frame
rate can be estimated as (Gametics/Realtics)*35.
See also: -playdemo
Examples of usage:
doom -timedemo mydemo
doom2 -timedemo mydemo
-TURBO
------
-turbo Speed#
Sets the player character's maximum walk/run/strafe speeds.
(Turning speed and other characteristics are not affected.)
Useful values range from 0 (very slow) to 400 (very fast),
but values above 255 may alter standard control functions.
Note that -turbo values over 100 are generally considered
cheating. Subsequently if the game detects that a player
character is moving faster than normal, it will display the
message "[Character color]: IS TURBO!" on the screen of any
player(s) participating in the game.
Examples of usage:
doom -turbo 200
doom2 -turbo 200
-WARP
-----
Doom and Ultimate Doom games: -warp Episode# Map#
Doom II and Final Doom games: -warp Map#
Begins the game on the specified map level.
The original commercial version of Doom has 3 Episodes of 9
maps each; Ultimate Doom has 4 Episodes of 9 maps each.
Doom II and both Final Doom games each contain a single
32-map group; an "Episode" designator is not used.
Examples of usage:
doom -warp 1 5
doom -warp 2 9
doom -warp 4 4
doom2 -warp 6
doom2 -warp 18
doom2 -warp 31
WARP CODES AND MAP LISTS
========================
Below are lists of all valid codes for use with the -warp
parameter, and the associated maps for Doom/Ultimate Doom,
Doom II, and both Final Doom Episodes.
Doom/Ultimate Doom | Doom II: Hell on Earth
----------------------------|-------------------------
1 1 = HANGAR | 1 = ENTRYWAY
1 2 = NUCLEAR PLANT | 2 = UNDERHALLS
1 3 = TOXIN REFINERY | 3 = THE GANTLET
1 4 = COMMAND CONTROL | 4 = THE FOCUS
1 5 = PHOBOS LAB | 5 = THE WASTE TUNNELS
1 6 = CENTRAL PROCESSING | 6 = THE CRUSHER
1 7 = COMPUTER STATION | 7 = DEAD SIMPLE
1 8 = PHOBOS ANOMALY | 8 = TRICKS AND TRAPS
1 9 = MILITARY BASE | 9 = THE PIT
2 1 = DEIMOS ANOMALY | 10 = REFUELING BASE
2 2 = CONTAINMENT AREA | 11 = CIRCLE OF DEATH
2 3 = REFINERY | 12 = THE FACTORY
2 4 = DEIMOS LAB | 13 = DOWNTOWN
2 5 = COMMAND CENTER | 14 = THE INMOST DENS
2 6 = HALLS OF THE DAMNED | 15 = INDUSTRIAL ZONE
2 7 = SPAWNING VATS | 16 = SUBURBS
2 8 = TOWER OF BABEL | 17 = TENEMENTS
2 9 = FORTRESS OF MYSTERY | 18 = THE COURTYARD
3 1 = HELL KEEP | 19 = THE CITADEL
3 2 = SLOUGH OF DESPAIR | 20 = GOTCHA!
3 3 = PANDEMONIUM | 21 = NIRVANA
3 4 = HOUSE OF PAIN | 22 = THE CATACOMBS
3 5 = UNHOLY CATHEDRAL | 23 = BARRELS O' FUN
3 6 = MT. EREBUS | 24 = THE CHASM
3 7 = GATE TO LIMBO | 25 = BLOODFALLS
3 8 = DIS | 26 = THE ABANDONED MINES
3 9 = WARRENS | 27 = MONSTER CONDO
4 1 = HELL BENEATH | 28 = THE SPIRIT WORLD
4 2 = PERFECT HATRED | 29 = THE LIVING END
4 3 = SEVER THE WICKED | 30 = ICON OF SIN
4 4 = UNRULY EVIL | 31 = WOLFENSTEIN
4 5 = THEY WILL REPENT | 32 = GROSSE
4 6 = AGAINST THEE WICKEDLY |
4 7 = AND HELL FOLLOWED |
4 8 = UNTO THE CRUEL |
4 9 = FEAR |
-----------------------------------------------------------
Notes: Doom/Ultimate Doom map E3M7 is referred to as "GATE
TO LIMBO" in the tally screens, and "LIMBO" in the Automap.
In Doom and Ultimate Doom, Episode 1, "Knee-Deep in the
Dead" begins on map E1M1; Episode 2, "The Shores of Hell"
begins on map E2M1; Episode 3, "Inferno" begins on map
E3M1; Episode 4, "Thy Flesh Consumed" begins on map E4M1.
(Episode 4 is available only in Ultimate Doom.)
In Doom II: Hell on Earth, map 11 is referred to as "CIRCLE
OF DEATH" in the tally screens, and "'O' OF DESTRUCTION!"
in the Automap.
| Final Doom: The Plutonia
Final Doom: TNT/Evilution | Experiment
---------------------------|----------------------------
1 = SYSTEM CONTROL | 1 = CONGO
2 = HUMAN BBQ | 2 = WELL OF SOULS
3 = POWER CONTROL | 3 = AZTEC
4 = WORMHOLE | 4 = CAGED
5 = HANGER | 5 = GHOST TOWN
6 = OPEN SEASON | 6 = BARON'S LAIR
7 = PRISON | 7 = CAUGHTYARD
8 = METAL | 8 = REALM
9 = STRONGHOLD | 9 = ABATTOIRE
10 = REDEMPTION | 10 = ONSLAUGHT
11 = STORAGE FACILITY | 11 = HUNTED
12 = CRATER | 12 = SPEED
13 = NUKAGE PROCESSING | 13 = THE CRYPT
14 = STEEL WORKS | 14 = GENESIS
15 = DEAD ZONE | 15 = THE TWILIGHT
16 = DEEPEST REACHES | 16 = THE OMEN
17 = PROCESSING AREA | 17 = COMPOUND
18 = MILL | 18 = NEUROSPHERE
19 = SHIPPING/RESPAWNING | 19 = NME
20 = CENTRAL PROCESSING | 20 = THE DEATH DOMAIN
21 = ADMINISTRATION CENTER | 21 = SLAYER
22 = HABITAT | 22 = IMPOSSIBLE MISSION
23 = LUNAR MINING PROJECT | 23 = TOMBSTONE
24 = QUARRY | 24 = THE FINAL FRONTIER
25 = BARON'S DEN | 25 = THE TEMPLE OF DARKNESS
26 = BALLISTYX | 26 = BUNKER
27 = MOUNT PAIN | 27 = ANTI-CHRIST
28 = HECK | 28 = THE SEWERS
29 = RIVER STYX | 29 = ODYSSEY OF NOISES
30 = LAST CALL | 30 = THE GATEWAY OF HELL
31 = PHARAOH | 31 = CYBERDEN
32 = CARIBBEAN | 32 = GO 2 IT
ADDITIONAL EXAMPLES
===================
doom -file razed.wad
Starts Doom or Ultimate Doom, and loads an external WAD
file called RAZED.WAD. (The WAD file should be in the same
directory or folder with the game you're playing.)
doom -warp 1 5 -skill 4 -record phobdeth
Starts Doom or Ultimate Doom on map E1M5: PHOBOS LAB, sets
the Skill to "Ultra-Violence", and begins recording a demo
that will be given the filename PHOBDETH.LMP. (The ".LMP"
extension will be automatically added to the filename.)
doom -playdemo phobdeth
Starts Doom or Ultimate Doom and plays an external demo
called PHOBDETH.LMP. (The demo file must be in the same
directory/folder with the game you're playing.)
doom -loadgame 5
Starts Doom or Ultimate Doom, restoring a previously saved
game from save-game slot 5.
doom -warp 2 1 -nomonsters
Starts Doom or Ultimate Doom on map E2M1: DEIMOS ANOMALY,
and excludes monsters from the game. Since -warp was
specified but -skill was not, the game will begin at the
default Skill 3, "Hurt me plenty".
doom -devparm -warp 4 2 -skill 3 -fast
Starts an Ultimate Doom game (Episode 4 appears only in
Ultimate Doom) on map E4M2: PERFECT HATRED at Skill 3, and
with fast monsters. Because -devparm was included, a
player can create snapshot images of the game screen by
pressing the F1 key at any time during play.
doom -file d1maps.wad -maxdemo 750 -record a
Starts a Doom or Ultimate Doom game, loading in a WAD file
called D1MAPS.WAD, and begins recording a demo that will be
given the filename A.LMP. The -maxdemo 750 parameter means
that the recording will continue until the game is stopped,
or the demo file size reaches 750 kilobytes. Since the
-skill parameter was not specified, the game will begin at
the default Skill 3, "Hurt me plenty".
doom -skill 5 -turbo 200
Starts a Doom or Ultimate Doom game at "Nightmare!" Skill,
setting the player character's maximum walking/running/
strafing speed to 200 (or about double the default speed).
doom2 -file mymap.wad
Starts Doom II or Final Doom, and loads an external WAD
file called MYMAP.WAD. (The WAD file should be in the same
directory/folder with the game you're playing.)
doom2 -warp 20 -skill 2 -respawn
Starts a Doom II or Final Doom game on map 20 ("GOTCHA!" in
Doom II: Hell on Earth), and at Skill 2, "Hey, not too
rough". The -respawn parameter means that killed monsters
will reappear after a time delay.
doom2 -loadgame 1 -fast
Starts Doom II or Final Doom, restoring a previously saved
game file from save-game slot 1. Because the -fast
parameter was added, monsters will now move and fire faster
than normal.
doom2 -skill 0
Starts a Doom II or Final Doom game, excluding monsters,
Artifacts, weapons, keys, armor, ammo, barrels, and other
items and fixtures, and teleporters will be deactivated.
doom2 -file d2castle.wad -playdemo mike3
Starts Doom II or Final Doom, loads an external WAD file
called D2CASTLE.WAD, and plays an external demo called
MIKE3.LMP. (The demo file must be in the same directory/
folder with the game you're playing.)
doom2 -timedemo firsttry
Starts a Doom II or Final Doom game, and will play a demo
called FIRSTTRY.LMP at high speed. (The demo file must be
in the same directory/folder with the game you're playing.)
doom2 -warp 16 -nomonsters -record burbs1
Starts a Doom II or Final Doom game on map 16 ("SUBURBS" in
Doom II: Hell on Earth), excludes monsters, and begins
recording a demo that will be called BURBS1.LMP. Since the
-skill parameter was not specified, the game will begin at
the default Skill 3, "Hurt me plenty".
doom2 -turbo 50
Starts a Doom II or Final Doom game, setting the player
character's maximum walking/running/strafing speed to 50
(or about half the default speed).
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