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    Command-Line Parameters FAQ by Ledmeister

    Updated: 04/11/10 | Printable Version | Search Guide | Bookmark Guide

    + PC DOOM COMMAND-LINE PARAMETERS +
    
    This document is a plain-ASCII version of the original HTML "DoomParm" file at:
    http://www.classicdoom.com/doomparm.htm
    
    Below are common parameters used when starting single-player PC Doom or Doom II
    games from a (DOS) command line.
    A similar list, which includes parameters for multiplayer games, may 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
    http://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 game version 1.9.
    
    In the examples below, commands are entered from within the game's main folder/
    directory.
    
    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 the main Game IWAD to use
    -DEVPARM: Enable screenshots (tap the F1 key during game), and other functions
    -FAST: Monsters at Skills 1 through 4 are accelerated (similar to Skill 5)
    -FILE WadName.WAD: Load one or more external WAD/PWAD files
    -LOADGAME SavedGame# (0 through 5): Load a saved game
    -MAXDEMO #Kilobytes: Allow larger/longer demo files to be recorded
    -NODM (Doom 95 only): Bypass the Windows Doom 95 Launcher screen
    -NOMONSTERS: Exclude monsters from the game
    -NOWARN (Doom 95 only): Bypass the "warning" message when loading PWADs
    -PLAYDEMO DemoName (minus ".LMP" extension): Play a gameplay demo
    -RECORD DemoName (minus ".LMP" extension): Record a gameplay demo
    -RESPAWN: Killed monsters reappear at Skills 1 through 4 (similar to Skill 5)
    -SKILL Skill# (1 through 5, or 0): Select the starting Skill level
    -TIMEDEMO DemoName (minus ".LMP" extension): Play a gameplay demo at high speed
    -TURBO Speed# (0 through 255): Set the player character's movement speed
    -WARP Episode# Map#: Select a Doom or Ultimate Doom starting map
    -WARP Map#: Select a 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 playback of a demo file.
    Screenshots are saved as v3.0 PCX-format graphics files.  (This is a bitmap
    format originally used in the "PC Paintbrush" software by ZSoft.)
    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/(dots+1).  On
    modern PCs 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.  (Tap F8 to toggle messages off/on.)
    (Note: -devparm is also used in conjunction with some other parameters which
    are not addressed in this document.  Early versions of Doom also required
    -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 are accelerated at Skills 1 through 4.  (This is nearly identical to
    how monsters move and fire when playing at Skill 5, "Nightmare!".)
    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 WAD(s) can be found in the same directory/folder with the game
    you're playing (or specify the exact path), and include the ".wad" extension
    when specifying the filename(s).
    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 file(s) 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 some.wad another.wad
    doom95 -nodm -basewad doom2.wad -file some.wad another.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 outpost.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 or other delimiters when specifying the 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 spawn ability.)
    In some Doom/Doom II levels, the use of the -nomonsters parameter may make it
    impossible to exit without cheating.  (For example, the Doom 1/Ultimate Doom
    map E1M8: PHOBOS ANOMALY requires the death 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 tap Y.
    See also: -record, -timedemo
    Examples of usage:
    doom -playdemo mydemo
    doom -playdemo demo3
    doom2 -playdemo mydemo
    doom2 -playdemo demo3
    
    
    -RECORD
    -------
    -record DemoName
    Note: It is recommended to use only letters, numbers and dashes when specifying
    the demo's filename, and limit the name to 8 characters or less.  Also, do not
    include a filename extension, as the game automatically adds a ".LMP" extension
    to the name 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 tap 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 500 -record mydemo
    doom95 -nodm -basewad doom.wad -record mydemo
    doom2 -record mydemo
    doom2 -maxdemo 500 -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.
    Note that a Skill setting of 0 is not preserved in recorded demos.  (If the
    "-skill 0" parameter is used when recording a demo, the demo may not play back
    correctly.)
    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 tap Y.
    When the end of the demo has been reached, two values will be displayed:
    "Gametics" and "Realtics".  The demo's average 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 using a -turbo value above 100 is 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.
    (In this case the WAD file must be in the same directory/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.
    (In this case 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.  (The game will look for the file DOOMSAV5.DSG.)
    
    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 tapping 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 (twice the default
    value).
    
    doom2 -file mymap.wad
    Starts Doom II or Final Doom, and loads an external WAD file called MYMAP.WAD.
    (In this case the WAD file must 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.  (In this case the demo and WAD
    files 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.  (In this case the demo file must be in the same directory or
    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 (half the default value).
    
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