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thestarrover

Pelit-lehti 1994 Doom Mapping Contest and Wad Compilation

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Just finished it. Maps 1 and 5 were my favorites, but the whole run from map 5 to 7 were great. Was not a big fan of map 8, it felt too weird for my taste but those kind of designs were common during the early days.

 

It is such a nice little package, lot of gameplay variety and not overly difficult. I had some issues on the secret map in which some of the doors would break if you open and close them repeatedly, but it is not a big deal.

 

Such a hidden gem.

Edited by Garlichead

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3 hours ago, Garlichead said:

It is such a nice little package, lot of gameplay variety and not overly difficult.

I totally agree with you! Much fun!

 

Thanks for the review! :)

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Hey all,

 

Sorry for reviving an old thread.

 

I happened to stumble upon this site while looking up material of my past gamedev work. So I'm the author of one of these mods ("Yeah"), my name is Mikael Kasurinen. I was kind of blown away that an old mod contest I participated in from the 90s popped up on a forum like this (In a small finnish gaming magazine of all things).

 

At the time I was 15 years old and had no expectations that we'd get any kind of acknowledgement; especially since the mod was something between a joke and my poor (but excited) attempt to learn to design and make games. But that little recognition we got did nudge me on a path towards an actual game dev career. That was almost 30 years ago. Nowadays, I'm a game director in a studio that some of you might recognize called Remedy Entertainment. My latest game is called Control, which is, funnily enough, drawing some inspiration from Doom.

 

Doom is still one of the defining games of my life; having an impact on my work both professionally and creatively. I think it is wonderful to see it pop up like this in the internet. It made my day, thanks for that.

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On 8/25/2023 at 4:20 AM, mixuk said:

Hey all,

 

Sorry for reviving an old thread.

 

I happened to stumble upon this site while looking up material of my past gamedev work. So I'm the author of one of these mods ("Yeah"), my name is Mikael Kasurinen. I was kind of blown away that an old mod contest I participated in from the 90s popped up on a forum like this (In a small finnish gaming magazine of all things).

 

At the time I was 15 years old and had no expectations that we'd get any kind of acknowledgement; especially since the mod was something between a joke and my poor (but excited) attempt to learn to design and make games. But that little recognition we got did nudge me on a path towards an actual game dev career. That was almost 30 years ago. Nowadays, I'm a game director in a studio that some of you might recognize called Remedy Entertainment. My latest game is called Control, which is, funnily enough, drawing some inspiration from Doom.

 

Doom is still one of the defining games of my life; having an impact on my work both professionally and creatively. I think it is wonderful to see it pop up like this in the internet. It made my day, thanks for that.

Hey there! It's always heartwarming to see people find out their old creation(s) unearthed online and commemorated in a positive way. However, the most pleasant surprise for me would be the fact that you're now part of Remedy Entertainment. Speaking of which, are you also involved in, or at least aware of, the creation of Max Payne?

 

Best regards.

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On 8/26/2023 at 8:16 AM, taufan99 said:

Hey there! It's always heartwarming to see people find out their old creation(s) unearthed online and commemorated in a positive way. However, the most pleasant surprise for me would be the fact that you're now part of Remedy Entertainment. Speaking of which, are you also involved in, or at least aware of, the creation of Max Payne?

 

Best regards.

 

It’s a funny story actually. In 2001 I started modding Max Payne 1, the PC version, and wrote about it in the very same Pelit -magazine, Basically created a modding guide with some thoughts on game design. Some people at Remedy noticed, and it was part of the reason why I managed to join as a gameplay designer for Max Payne 2.  This was in late 2001. I did help a tiny bit with the PS2 release of Max Payne 1,, but the sequel was my true first game as a professional developer.

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