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>> No.7482110 [View]
File: 73 KB, 559x339, sandy_petersen.jpg [View same] [iqdb] [saucenao] [google]
7482110

>7479473
>7479490
>7479508
>7479572
>7479614
>7481213
>7482070
Whisked softly.

>> No.6133364 [View]
File: 73 KB, 559x339, sandy_petersen.jpg [View same] [iqdb] [saucenao] [google]
6133364

>>6132964
>back in 1995, Sandy Petersen had been making games for a long time and was an RPG dictionary. He knew so much, even back then! I walked up to his desk and told him Raven Software had finished the Hexen add-on levels we were going to sell, but they need a name. I said I wanted a name that sounded like a cool D&D module. He immediately said, “How about Deathkings of the Dark Citadel?” Done. This is the kind of environment I’ve loved working in.
That lines up.

>> No.5768590 [View]
File: 73 KB, 559x339, sandy_petersen.jpg [View same] [iqdb] [saucenao] [google]
5768590

https://feldherr.org/2017/11/28/evil-high-priest-interview/

>I have nightmares quite often. During these nightmares, I don’t like them, but when I wake up, I remember them and often use them in my game ideas. A lot of Doom levels are based on nightmares I’ve had, for instance. Believe it or not, I have never had a nightmare in which Cthulhu figured. However, Lovecraftian elements are common.
>One of my recurring, and quite specific nightmares, also one of the most terrifying, is for me to be in an old house (often my grandfather’s or father’s), or an old library, and to discover that there is a small secret room there. This secret room is always small, and triangular, tucked into a corner of the building. It has a clouded window shedding a nasty yellow light over the interior.

>There are occult-looking papers and parchments scattered over an old desk, and on the floor, and old books laying everywhere. An overpowering musty smell is all around.
>As I look around this strange area, I become aware of movement in the corner. I turn, and a withered, hideous undead Thing rises up – the inhabitant of the secret room. Always mummified and awful, it reaches out a blackened claw towards me. I so far have always awakened before it touched me.
>This nightmare is so specific (it starts out general, can be in any building, and then becomes more and more specific towards the end), that my fear is sometime it might come true. Logically I know this is impossible. But nightmares aren’t about logic.

Funny that. Have any of you ever made levels based on nightmares you've had, or do you know of any other examples of when someone did?

>> No.5232070 [View]
File: 73 KB, 559x339, sandy_petersen.jpg [View same] [iqdb] [saucenao] [google]
5232070

>>5231737
For Doom, it's messy, but deliberate. The guy is an oldschool D&D nerd to the core, and he stages his levels like dungeons for the player.
His use of textures and colors could sometimes be pretty odd and bad looking, but mind also he was trying for some surreal themes, trying to bring about some the mindbending environments of his favorite Lovecraft stories (at least how he envisioned them), thus as someone else said, 'experimental'. He loves to set up traps and stage encounters, like you're in some Tomb Of Horrors kind of place.

His style is visually much more cohesive in Quake, with Quake also playing a lot at Lovecraftian horror (one of his favorite themes), so he's in a perfect element here, making some of his best maps.

>>5231759
Map 28 I think overall is pretty good, but he did an extremely bad choice in terms of progression by basically requiring you to shoot a switch which isn't obviously a switch and which just looks like a decoration like anywhere else they're used.
This isn't telegraphed to the player in any way at all, so it's very easy for someone to just reach this point and then wonder what they're supposed to do and where they're supposed to do.

I'd say it's like an otherwise nice looking gemstone, but with a big unsightly crack in it that really takes away from its beauty.
Maybe they should have been indicated by making it so some linedef you have to pass somewhere will highlight an arrow or something in the room suggesting to the player that the symbols on the walls have to be interacted with, thereby making the player try out things.

>>5232045
Aaaaaah Pussy Controoool!

>> No.5002859 [View]
File: 73 KB, 559x339, sandy_petersen.jpg [View same] [iqdb] [saucenao] [google]
5002859

>>5002795
E3M4? That'd be Sandy. He's not so much edgy more as he just understands the idea of having fun and how you can just have dramatic and gruesome detail like that in a violent videogame and that's ok.

Most of the gore detail would be made by Adrian Carmack, who was their lead graphics artist and head edgelord.
Both of them would do great work further in Doom 2, then in Quake.

>> No.4932751 [View]
File: 73 KB, 559x339, sandy_petersen.jpg [View same] [iqdb] [saucenao] [google]
4932751

>>4932469
Because when making Doom 2, Romero was high off his ego, and frequently absent from work, meaning that Sandy Petersen, their main mapper, had to pick up his slack to fill the level count, and this would sometimes get rushed.
So Doom 2 has a lot of maps of his, and a bunch of them aren't exactly golden, but they're not all shit either.

Mind that this guy made like half of all the maps for Doom and Doom 2.

>> No.4474428 [View]
File: 73 KB, 559x339, sandy_petersen_slajd.jpg [View same] [iqdb] [saucenao] [google]
4474428

>>4474409
Sandy looks exactly like you'd expect a jolly mormon grandpa to look like. In fact I'd argue he looks better now than back in the id days.

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