hm, i dunno. i like Inmost Dens! it feels like kind of a cute little village (within the limits of Doom 2 anyway), but in a different way from the other “city” levels in Doom 2. also the way you traverse through it is kinda neat.
I do prefer it to the other city levels, yeah. (I’m sorry Sandy Peterson, I love most of your work but I never could stand those city levels)
Running through windows and going over ledges are my favorite ways to navigate doom maps. Also the floor height never gets obnoxious so that’s a plus.
You say this like the DOS version didn’t.
I like most of American’s level contributions to Doom and Quake. E3 is the only Quake episode I return to these days. I’m not sure what went wrong with Doom 2 (beyond Romero not being present enough) but I think everyone made weaker levels for that game. They have this kind of romhacked aesthetic, like they ran out of ideas and made everything bigger, harder, and more abstract.
mostly agree with this about Doom 2, though it’s grown on me over time. i think the Romero levels are all pretty good generally and there are some other highlights in there. i like The Crusher by American McGee. i like The Citadel, The Courtyard, and The Chasm by Sandy also… maybe because they have more of the weirdness of his Doom 1 levels. The Courtyard in particular feels like it would fit in Episode 3 perfectly. anyway it’s fun to revisit particular levels in pieces and imagine what Doom 2 might have been if it was a more coherent experience but it doesn’t live up to Doom 1 as an overall experience for sure.
Looking at his Doom levels, it’s curious how American McGee’s Alice turned out the way it did with like zero demonstrable level design intuition. Probably has something to do with how elemental the design of Doom is, it’s hard to make something truly bad.
Yeah for some reason scanlines make his face look a bit longer, more oval. Pure pixels make it rounder and more squat, more babyfaced almost.
partly this is the fault of source port devs not correcting the aspect ratio
Doom, like many DOS games, ran at a 320x200 resolution that was stretched on a crt to fit a physical 4:3 aspect ratio.
Fortunately, modern source ports like chocolate doom and current versions of (g)zdoom do correct for this.
The website was pretty unclear what is this?
It’s an update for a huge (and hugely popular) Quake 1 mod.
sad we didn’t get the zombie boss, but so glad to have never encountered a massive vore… i hate hose mfers
Idk about the implementation, but this timer is neat
skip to 18:15 for the demonstration
Basically, switches teleport an archvile before an elevator allows them to telefrag a voodoo doll.
TAS for pwad focused on tricks normally used to cheese maps
12:41 to 12:47 have 2 cool archvile+rocket jumps, I had to watch in slow mo before I caught the first one.
Archviles are my favorite enemy in DooM, they’re the ideal hitscan enemy because of the slow start-up. If I ever tried making a pwad again I’d use dehack to make the meatball revive enemies instead, I like it modular.
chew
Some odd song choices for death match, but frankly I usually turn the music off and have whatever else on in the background while playing DooM