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/vr/ - Retro Games

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>> No.5597404 [View]
File: 152 KB, 830x597, sandy.jpg [View same] [iqdb] [saucenao] [google]
5597404

>>5597370
Yeah, but that's what I think is amazing too.

He does basically half of Doom and Doom 2's maps, under varying degrees of time crunch, for the first one he's completely new to the software and the game isn't even finished developing yet, so some of the design and rules is for a period still hypothetical and subject to change, meaning he's inevitably going to have to go back and make changes and tweaks even after he may consider it done.
He probably does a lot of extrapolating based on how he would draft up a dungeon for a pen & paper RPG adventure.
He doesn't have any direct programming knowledge or anything, and is just using the editor provided, as opposed to Romero who can just alter the editor as he pleases and add linedef functions if he feels they are necessary.
He has occasionally questionable judgement in detailing and decorating maps, and a few of his maps are weird gimmicks or concept maps, some are retrofitted from leftovers by a guy who was fired before he even worked there.

The result is a big pile of mostly decent to good levels, a bunch of which are totally great, with only a couple mediocre ones and a couple of total stinkers.
All this while contributing ideas for monster, sound, and weapon design.

>> No.5443459 [View]
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5443459

>>5439479
It's a good game, but the the real treat with Doom is Final Doom, and then the endless usermade content, some which is amazing.

>>5439491
"person I perceive as younger than me somehow"

>>5439498
Doom 2 is a mixed bag of maps, some of the levels are really pretty good, some are mediocre or forgettable, some are pretty bad. It was rushed together in like 5 months and most of the maps were made by Sandy, who had to do far more work than he should have due to Romero's absence.
He made about half of Doom and Doom 2's maps, and the ones in Doom 1 were all good or fine, but he had to hurry with an increased workload, thus quality suffered at places.
A big criticism to levy at him is that some of his levels are ugly to look at, which is fair, but if you look at Quake, he improved a lot on that end.

>>5439585
It was varied at the time, and established some standards.
Mind that just a year earlier, the hottest FPS was Wolfenstein 3D, that boasted a diverse array of weapons, such as the pistol, the machinegun, and the faster machinegun, and nothing else.

>> No.5443298 [View]
File: 152 KB, 830x597, 1511975659737.jpg [View same] [iqdb] [saucenao] [google]
5443298

>>5443294
Thanks.

>> No.4837578 [View]
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4837578

>> No.4428629 [View]
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4428629

>>4428309
A jolly fat mormon nerd with lots of grandkids and a great love for H.P Lovecraft and pen and paper RPGs.

He made a substantial amount of the iwad levels and had a lot of input into the style of the game, the arch-vile was a joint idea of him and Adrian Carmack, for instance.

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