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Wadmodder Shalton

GBA Deathmatch Maps: authors credits mystery

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We otherwise know that the GBA port of Doom was based on the codebase of the Atari Jaguar version which consisted of 24 levels with 8 extra deathmatch maps.

However, at the time of writing this, while the 24 maps converted from the PC to the Jaguar were done by American McGee, the authors of the eight GBA deathmatch maps remains a mystery.

Interestingly, on the credits of the MobyGames page of Doom, the credits of both the 3DO and Jaguar level design team is listed as Sandy Peterson, American McGee (which also did the Jaguar level conversions) and John Romero, while the Sega 32X credits doesn't even mention the level design team for them despite the latter port being based on the Jaguar version. The GBA credits however had a different level design team, which is listed as Tim Willits, Christian Antkow, Jennell Jaquays (as Paul Jaquays) and Mal Blackwell.

If the MobyGames credits page on the GBA port is anything to go by, perhaps one of the four level design members mentioned did the eight GBA deathmatch maps.

It's not officially confirmed for now, but perhaps contacting one of the four level design team mentioned on the GBA port's credits page on MobyGames could probably solve the mystery of the authors behind the eight deathmatch maps.

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The credits listed were the Id team as of that specific point in history, rather than anyone who actually worked on the game or that port.

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Sometimes it's work-for-hire, and part of the deal is that the actual developers don't get credited.

 

There's a Japanese developer called "TOSE" that's done a bunch of stuff, both original games and ports of games, and they are almost always uncredited. They prefer to not be.

 

Quote

"We're always behind the scenes," said Masa Agarida, Vice President of Tose's U.S. division. "Our policy is not to have a vision. Instead, we follow our customer's visions. Most of the time we refuse to put our name on the games, not even staff names."

 

A very rare exception to this rule is a certain entry in the Game & Watch series, and "The Legendary Starfy" series, where they co-hold the copyright with Nintendo.

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8 hours ago, Kyle07 said:

But why should they list id members instead the actual GBA team?

The actual GBA team is also credited, but no level designers are listed.

 

DxjiH8A.png

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Speaking of GBA Doom Deathmatch things, I noticed the Doom Wiki does not cover the music for the maps past the first two maps, this resulted in me doing some rather frustrating emulation and wrestling with two instances of mGBA to get the deathmatch maps loaded with a high enough framerate to actually hear the music

 

Could someone please update the Doom Wiki GBA DM pages (located here) with the following music information?

  • DM1: D_E1M2 (The Imp's Song) (Already done!)
  • DM2: D_E1M3 (Dark Halls) (Already done!)
  • DM3: D_E1M4 (Kitchen Ace (And Taking Names))
  • DM4: D_E1M5 (Suspense)
  • DM5: D_E1M6 (On the Hunt)
  • DM6: D_E1M7 (Demons on the Prey)
  • DM7: D_E1M8 (Sign of Evil)
  • DM8: D_E2M1 (I Sawed the Demons)

While theres a clear obvious pattern, I fully assumed DM8 would be Hiding the Secrets, as did my brother who was confirming the track names behind me, so it was a good thing to visit *all* the maps and verify rather than just stop early.

 

All of the DM maps also use the Episode 3 sky.

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On 10/17/2022 at 1:38 AM, Kyle07 said:

But why should they list id members instead the actual GBA team?

 

On 10/17/2022 at 10:37 AM, Kinsie said:

The actual GBA team is also credited, but no level designers are listed.

 

DxjiH8A.png

It might be possible to get in contact with Tim Willits regarding the GBA Deathmatch maps and if he and the other three employees did those maps.

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On 10/17/2022 at 12:44 PM, Dark Pulse said:

Sometimes it's work-for-hire, and part of the deal is that the actual developers don't get credited.

 

There's a Japanese developer called "TOSE" that's done a bunch of stuff, both original games and ports of games, and they are almost always uncredited. They prefer to not be.

 

 

A very rare exception to this rule is a certain entry in the Game & Watch series, and "The Legendary Starfy" series, where they co-hold the copyright with Nintendo.

As another exception the DS conversion of Plants vs. Zombies 1 was developed by TOSE and they and their developers are credited, though only in the credits roll; they're not mentioned anywhere else in the game or on the box/manual I believe.

On 10/19/2022 at 2:53 AM, Devalaous said:

Speaking of GBA Doom Deathmatch things, I noticed the Doom Wiki does not cover the music for the maps past the first two maps, this resulted in me doing some rather frustrating emulation and wrestling with two instances of mGBA to get the deathmatch maps loaded with a high enough framerate to actually hear the music

 

Could someone please update the Doom Wiki GBA DM pages (located here) with the following music information?

  • DM1: D_E1M2 (The Imp's Song) (Already done!)
  • DM2: D_E1M3 (Dark Halls) (Already done!)
  • DM3: D_E1M4 (Kitchen Ace (And Taking Names))
  • DM4: D_E1M5 (Suspense)
  • DM5: D_E1M6 (On the Hunt)
  • DM6: D_E1M7 (Demons on the Prey)
  • DM7: D_E1M8 (Sign of Evil)
  • DM8: D_E2M1 (I Sawed the Demons)

While theres a clear obvious pattern, I fully assumed DM8 would be Hiding the Secrets, as did my brother who was confirming the track names behind me, so it was a good thing to visit *all* the maps and verify rather than just stop early.

 

All of the DM maps also use the Episode 3 sky.

Hiding the Secrets is present but completely unused. Military Base uses At Doom's Gate. Not that you'd be able to tell either way because all of the songs sound like they were recreated from memory.

___

The fact that the deathmatch maps have ExMx designations in the header makes me think that these maps pre-date the GBA version and originate from some PC .WAD created by one of the developers of the port. Similar to E1M10/MAP33 in the Xbox port.

Edited by Individualised

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