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Ancient Web: ToastyTech Never Stopped Making Doom WADs

Some people played Doom in 1993 and moved on. The person behind ToastyTech apparently interpreted Doom’s release as a long-term maintenance obligation.

Visit ToastyTech’s Doom pages

The page opens with a simple explanation: id Software released Doom on December 10, 1993, and “I never stopped playing.” What follows is less a polished portfolio than a fossil bed of Doom enthusiasm—custom levels, screenshots, old versions, experiments, joke material, music files, and work-in-progress archives accumulated over years.

MarsWar is the obvious centerpiece. It is a Doom II megawad with its own story about a Martian terraformer, an invasion from Earth, and space-warp ships built by a company whose initials happen to be “MS.” The site keeps multiple versions available, including older builds because people asked for them. That small detail says a lot about the culture around old game mods: history survives because somebody decides an obsolete ZIP is still worth leaving online.

Elsewhere there is a Doom 1 MegaWad compilation, a Hexen level, Skulltag and jDoom material, Doom Alpha levels modified for deathmatch, original MOD and MIDI files, Ranma 1/2 character skins, unfinished maps, and even a Firefox-themed WAD. There are also screenshots from very early Doom versions and a “Doom Guys Vacation” section whose description is simply: went to hell, took pictures, posted them here.

The important thing is not that every file is a masterpiece. The page preserves how PC game modding actually looked when personal websites were the distribution system. A ZIP file sat next to a TXT file. Screenshots were separate. Compatibility notes mattered. Old versions stayed reachable. The author’s own jokes, experiments, and unfinished work remained mixed in with the serious releases.

Modern mod sites are much better at indexing and downloading. They are often worse at preserving the creator’s original neighborhood around the files. ToastyTech still has that neighborhood.

For researchers studying Doom, homebrew level design, WAD distribution, early fan culture, or the long tail of DOS-era games, these personal pages can be more revealing than a clean database entry. They show what the creator thought belonged together.

That is the same reason CacheRat maintains the 1,967 Ancient Web Domains research list: sometimes the useful historical unit is not the file. It is the whole weird page around it.

Doom is still alive almost everywhere. ToastyTech is interesting because it preserves one person’s uninterrupted relationship with it.

Dig through ToastyTech’s Doom stuff

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Ancient Web: psDooM Let Sysadmins Shoot Processes

Somebody looked at ps, renice, and kill and decided the obvious missing feature was a shotgun.

Visit the psDooM screenshots page

psDooM is a Unix process monitor built on Doom. Running processes appear inside the game as monsters labeled with a process ID and part of the process name.

The joke goes considerably further than a visual skin.

The program periodically checks the machine’s process table and spawns or removes monsters as processes appear and disappear. Damage to a process-monster corresponds to changing that process’s priority with renice. Killing the monster can kill the associated Unix process.

This is therefore one of those rare pieces of software where “shooting the runaway process” can be technically accurate documentation.

The project grew from the release of Doom’s source code in the late 1990s. The psDooM site traces its lineage through XDoom and a University of New Mexico proof of concept called “Doom as a tool for system administration.”

A GUI nobody asked for

A conventional process monitor turns machine state into rows, numbers, percentages, and sortable columns.

psDooM turns the same abstraction into physical space.

Processes occupy a level. They can be approached. Their labels float in front of them. Administrative actions become game actions. The metaphor is ridiculous, but it is also understandable almost immediately to anyone who has played Doom.

That is what makes the project more interesting than a one-line programming gag.

Interface design is largely the business of choosing metaphors for invisible state. Desktop systems use files and folders. Network tools use graphs. psDooM uses demons.

The screenshots page preserves the proof that this really existed, while the main project documentation explains the process-monitoring behavior, supported Doom versions, custom levels, user filtering, and other details.

It is also a snapshot of a specific open-source moment. Once id Software released Doom’s source, programmers did not merely preserve the game. They treated it as reusable infrastructure and started asking increasingly strange questions about what else its engine could represent.

CacheRat’s 1,967 Ancient Web Domains research list includes artifacts like this because software history gets much more interesting when you keep the experiments that were never supposed to become products.

Modern process managers are cleaner, safer, and more useful.

None of them let you circle-strafe Apache.

See psDooM in action

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Ancient Web: The TeamTNT Memorial Keeps a Doom Modding Collective Online

TeamTNT began as a group of Doom hobbyists and ended up inside official Doom history.

Visit the TeamTNT Memorial

The group formed out of the active Doom-editing community in the mid-1990s. Members were spread across different locations and coordinated online, building levels, tools, total conversions, deathmatch packs, and eventually engine technology that would influence Doom mapping far beyond their own releases.

Their most famous project was TNT: Evilution.

The megawad was originally intended to be released free to the Doom community. Historical accounts describe id Software contacting team leader Ty Halderman only hours before the planned public release and arranging to acquire the project.

TNT: Evilution became one half of 1996’s commercial Final Doom.

That is an extraordinary path from hobby project to official product.

It was also controversial at the time because some Doom players saw the commercialization of a community-made WAD as crossing a line that had not really existed until somebody crossed it.

Modders building infrastructure

TeamTNT’s importance goes beyond one release.

The group also produced projects including Icarus: Alien Vanguard, Eternal Doom, deathmatch packs, and development resources. TeamTNT members were responsible for the Boom source port, which relaxed engine limits and added features that became deeply important to later Doom level design.

That matters because modding communities often leave two kinds of legacy.

The obvious one is content: maps, graphics, music, and campaigns people can still play.

The less visible one is infrastructure: tools, standards, techniques, engines, documentation, and workflows that let everybody else build more ambitious things afterward.

TeamTNT did both.

The memorial site preserves that identity after the original organization largely wound down. Ty Halderman, who had been a central organizer and later maintained the enormous idgames archive, died in 2015. By then TeamTNT had already become part of Doom history rather than merely an active mapping crew.

The old pages matter because distributed creative groups are unusually easy to lose.

There may be no office, company archive, filing cabinet, or institutional historian. The work exists in ZIP files, mailing-list posts, readme files, websites, and the memories of people who once knew which handle belonged to which mapper.

CacheRat’s 1,967 Ancient Web Domains research list includes gaming sites like this because fan-created work frequently becomes part of the medium’s history before anybody thinks to preserve the people behind it.

TeamTNT started by editing Doom.

Eventually Doom’s history had to be edited to include TeamTNT.

Explore the TeamTNT Memorial

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Ancient Web: DoomGate Treats Doom Like a Technical Civilization

At some point a game stops being software and becomes a technical civilization with its own archaeology.

Visit DoomGate

DoomGate is built for that stage.

The German-language site covers the original shareware Doom, Ultimate Doom, Doom II, Final Doom, console versions, later releases, and the ecosystem that formed around id Software’s games.

Its index alone is a compact map of Doom culture: WADs, ports, editors, node builders, cheat codes, level maps, the BFG9000, the Icon of Sin, startup screens, version histories, story text, PlayStation Doom, Nintendo 64 Doom, Heretic, Hexen, and the famous idgames archive.

There is even a section explaining the difference between episode, mission, map, and level.

That is a very old-web kind of seriousness.

When fans document the machinery

A modern game guide tends to focus on getting the player through the game.

DoomGate spends time on how the thing is assembled.

What is a WAD? How do maps get combined? How were different IWAD versions converted? Which tools were used? Where were the archive mirrors? What changed between releases?

The site also preserves community material beyond the base games, including a memorial mirror associated with TeamTNT.

That matters because Doom’s longevity is tied to modding as much as to the original executable. Thousands of people learned level design, file formats, source ports, scripting, graphics conversion, and multiplayer setup by treating Doom as something to take apart.

DoomGate reflects that culture directly.

It does not look like a contemporary gaming publication. It looks like a maintenance room built behind a game that never quite stopped running.

The broader 1,967 Ancient Web Domains research list contains many fan sites, but the durable ones usually have this trait: they preserve structure, terminology, tools, and technical memory rather than just enthusiasm.

DoomGate is not merely about Doom.

It is evidence of what happened when players decided the game belonged on the workbench.

Return to DoomGate