It is the 90’s and there is time for ripping/tearing
I went really in depth with the next part of my map, which I am sure is going to create a jarring experience when players notice this as they move through the final level. Oh well. It was fun to make and called on a bunch of different skills of mine to design and build. It’s a bit hard to screencap but here are some pics. All the lighting is just worklighting, none of it is designed, so it’ll look pretty different when I do a lighting pass near the end.
and a pic of how it once looked before I decided things needed to be different:
was originally going to post in the gamepass gems thread but figured since i’m talking abt doom i might as well do it here:
doom 3 on gamepass suuuuucks. it doesn’t have the cool flashlight from the original (it instead has a chest-mounted light that takes away all tension and atmosphere) and also the guns don’t emit light when fired (??? what?) and the console seems to be completely disabled in this one so i can’t do shit like noclip or choose levels or even change whether run is toggled (the engine supports it, but it’s not accessible as an option in the menus and it looks like default.cfg and autoexec.cfg are never read by the engine). great stuff guys.
i’m going to acquire a 2004 copy by other means, but i wanted to ask if there were any dooom heads in here who recommend a particular community version or something? idtech4(?) is also just kind of a fascinating engine to me and i’d honestly be interested in making stuff with it if i ever get the time.
John Romero’s new autobio is out. Anyone gonna read it? I read Masters of Doom like 2 decades ago so it might be a bit of a retread idk but I think I will anyway.
https://twitter.com/jmechner/status/1683117666196660224
Jordan Mechner loved Doom Guy and shared fan mail Romero sent him years ago
I’ve been keeping a private document of things comprising my Quake and level design education, but I just put it on my website. just thought I’d share it here if they’re interested in some educational materials, reading, viewing, and quake maps. i will keep updating it as i go. already i think it needs links to tools.
Quakes monster roster didnt click for me until i realized i needed to stop fighting them with the super shotgun a la Doom and start killing them with grenades & rockets a la the game that codified the rocket jump, QUAKE
(the super nailgun is closer to the Doom2 supershotty in utility, imo its OH GOD THIS MONSTER IS RIGHT IN MY FACE I NEED IT TO DIE ASAP) (or OH FUK ITS A SHAMBLER
)
shamblers take half damage from explosives too, so SNG as a dedicated anti-shambler gun is just sound resource management
I love a good shambler encounter
Downloaded Slade3 and started drawing a level up. It’s really remarkable how easy it is to draw up 3D spaces, place some enemies, mark some wall as an exit door, and bingo it’s an FPS level.
Another TC has been added to the official DooM release, Quake’s DM maps have been reimaged for single-player and esselfortium has dropped a preview of the next episode of Back to Saturn X.
Suspected this book’s cover was “AI” generated, then confirmed it by going to the artist’s site which proudly displays a bunch of hideous dreamworks looking CG character portraits they’ve generated
anyway, gonna read this next. Robert Yang liked it. hope to get Doom Guy for my birthday.
Does anybody have nerve.wad – the exported wad file for the new Doom 2 episode that came with Doom 3 BFG edition? I hear it’s pretty good actually.
Also I am still interested in finding a decent way to play Doom on my Steam Deck. I feel like it should be a simple process, but nothing is apparent to me.
I don’t know if this would do the trick for you or not.
Found here: what is the best way to play classic doom on the steam deck currently? : SteamDeck
This sounds like the exact solution! I’ll give it a try and report back how it feels.
Got a copy of Doom Guy and the back of it has a blurb from Warren Spector with classic appellation, “the creator of Deus Ex” lol
excited to read this. That Rocket Jump book is proving to be really interesting, much more intrigued with the industry and conditions for the production of games and mods around the “golden age” of first person shooters, so there’s chapters on Quake machinima, modders, about Sandy Peterson’s career, etc. I’m early in on it but it gets a recommendation.










