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/vr/ - Retro Games

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>> No.9260767 [View]
File: 1.41 MB, 640x1449, romero argh.png [View same] [iqdb] [saucenao] [google]
9260767

>>9260652
Looks cool. Sigil didn't blow me away by being incredibly innovative or groundbreaking or anything, but the levels were in fact all really good and well put together. I expect Sigil 2 to be the same, it won't rewrite any rules, but it'll be damn good and worth playing.
Though, Doom 1's bestiary is a bit limited, while the expanded bestiary in Doom 2 is famously very versatile (to the point iD themselves barely scratched the surface), so perhaps Sigil 2 will be actually be a more complex and interesting experience. We'll see.
I hope he'll get more Buckethead.

I sincerely think level design is one of John Romero's strongest talents, and that he still stands out on that quality in the industry, even if he doesn't get around the mainstream these days. Part of this is The Absolute State of AAA level design (and most indie level design for that matter), part of it is he's just good.
Mainstream videogames aren't exactly awash with maps by Levellords, Blums, Casalis, or Romeros.

>> No.9256565 [View]
File: 1.41 MB, 640x1449, 1531586563836.png [View same] [iqdb] [saucenao] [google]
9256565

>>9256557
>How is that not as retro as Brutal Doom, HND, and other mods?
It's not, which is why it's often tolerated for discussion along with Rekkr and Ion Fury.

>> No.4904101 [View]
File: 1.41 MB, 640x1449, romero argh.png [View same] [iqdb] [saucenao] [google]
4904101

>>4904085
There's this little thing, which I think were hidden somewhere by Romero in one of the programs they built for making levels inhouse.

This was on a NeXTSTEP machine, which generally most people didn't have, and the program wasn't publicly available, so I assume he never really intended more than a few people to see it back then.

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