was the lead programmer rather than a designer, he was becoming seen in the company as the most important source of ideas; the company considered taking out key person insurance on Carmack but no one else. Hall spent the next few weeks reworking the Doom Bible to work with Carmack's technological ideas, while the rest of the team planned how they could implement them. His adjusted vision for the plot had the player character assigned to a large military base on an alien planet, Tei Tenga. At the start of the game, as the first of four player character soldiers, named Buddy, played cards with the others, scientists on the base accidentally open a portal to Hell, through which demons poured through, killing the other soldiers. He envisioned a six episode structure with a storyline involving traveling to Hell and back through the gates which the demons used, and the destruction of the planet, for which the players would be sent to jail. Buddy was named after Hall's character in a Dungeons & Dragons campaign run by John Carmack that had featured a demonic invasion. Hall was forced to rework the Doom Bible again in December, however, after John Carmack and the rest of the team had decided that they were unable to create a single, seamless world with the hardware limitations of the time, which contradicted much of the new document. At the start of 1993, id put out a press release by Hall, touting Buddy's story about fighting off demons while "knee-deep in the dead", trying to eliminate the demons and find out what caused them to appear. The press release proclaimed the new game features that John Carmack had created, as well as other features, including multiplayer gaming features, that had not yet been started on by the team or even designed. The company told Computer Gaming World that Doom would be "Wolfenstein times a million!" Early versions were built to match the Doom Bible; a "pre-alpha" version of the first level included the other characters at a table and movable rolling chairs based on ones at the id office. Initial versions also retained "arcade" elements present in Wolfenstein 3D, like score points and score items, but those were removed early in development as they felt unrealistic and not in keeping with the tone. Other elements, such as a complex user interface, an inventory system, a secondary