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About Romero

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    oremor nhoj em llik tsum uoy emag eht niw ot

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  1. Regarding modern mapping style with high detail, could someone link me some maps that do this? I'd like to see what you're talking about. Also, are there any that use only DOOM1.WAD?
  2. I can't promise what kind of maps I'll be making. I've never made a Heretic map. I'm warming up to making all the maps for my new FPS. All of them.
  3. The reason why I start the map out with the crazy first room and hell cracks is to bring the player's ammo and health down and keep it that way for most of the map. If you start with a pistol it takes a few times to figure out the strategy of surviving that room. I'm going to be recording a devs play video talking about the design of the map and why I did all the things you see in it. I know there are a lot of things that could be better, some texture alignment adjustments, and weak points. It's definitely not perfect but it's a warm up. I haven't touched a map editor for a 3D game since 1996.
  4. Thanks so much for all the feedback, both positive and negative, although I really don't count any of it as truly negative. I've been lurking on this thread to see the reactions of the actual core community, the real mappers and players. I know it's not perfect. I haven't made any kind of map for any game since 1996. This was just a warm-up. I'm going to be doing a lot more mapping hopefully soon. I plan on writing up everything I can about the creation of this map in the coming days and posting it. Thanks, Ling!
  5. The blob creature was an idea we were thinking of using as a spawn off any wall. It would animate and spawn a Lost Soul there which would be more surprising than just having a Lost Soul sitting around waiting. The Cygnus graphic has something to do with Cygnus Studios, the company that made Raptor:Call of the Shadows. In the middle of making Strife they mutinied against the founder/lead coder and reformed as Rogue Software (after I dissuaded them from calling themselves Mutiny Software). We moved their company down from Chicago while they were making Raptor so they could work on a game for us when they were finished with it. We moved them into an office next to ours. After they finished Raptor they started working on another game for Apogee called The Two Swords and I talked Scott Miller into dropping that game so they could work on Strife instead.
  6. Here are the textures, plus some extras. https://www.dropbox.com/s/rx9nqhal8j5sys4/doom-textures.zip?dl=0
  7. Ok, I'll get that to you in a few mins.
  8. Oh, you want more??? How about the map sources and their backups to..... Original DOOM The Ultimate DOOM DOOM II ...and code for a DOOM PRINT tool we wrote. https://www.dropbox.com/s/2u0ezmvn87tcxqb/doom-maps.zip?dl=0
  9. Sorry it took me forever to find this thread! You want the source to DoomEd for NEXTSTEP? Here you go. https://www.dropbox.com/s/8rphr5ty6k7r3r6/DoomEd.zip?dl=0
  10. Romero

    DTWID: Project is done, check the release thread

    Yeah, it was UN32.MID in the unreleased doom midis. LOOOOOOOOOOL!
  11. Romero

    DTWID: Project is done, check the release thread

    For Doom, I never wrote anything down. At the start of making a level, I would imagine what would a great starting area look like....what's the feel supposed to be....also, i knew what levels had already been made, so i couldn't duplicate anything, it had to be fresh. Then i would start mapping, keeping scale consistent regarding player movement, minimum ceiling height, how long i think it should take to play through to the first combat area. It was important to get "in the zone" and to listen to music that reflected the kind of pace or look that i was going for. A lot of Queensryche's "The Warning" and "Rage for Order" were played, along with Alice in Chain's "Dirt". I had the lights barely on, some candles going, music playing......then i just mapped..... saved.... played.... mapped...... saved..... played.....etc. The mapping was done on a NeXT computer and the playing was done on a 486/66 PC. As i got into the groove of the level, it went faster. Ideas pop into my mind for connecting areas or devious secrets or interesting architecture, so i map faster. In Doom 2 and Doom E4, I played more with floor/ceiling heights. Some levels were complex with that kind of design such as MAP26. For my final DOOM map, E4M6, i wanted to make the biggest DOOM map i had ever done, kind of as a swan song level.
  12. Romero

    DTWID: Project is done, check the release thread

    In the game industry, a post-mortem is a talk given after the shipping of a game that talks about the development of the game.
  13. Romero

    DTWID: Project is done, check the release thread

    We just picked texture sets that we liked for our own levels. There wasn't an overriding art direction for them.
  14. Romero

    DTWID: Project is done, check the release thread

    E1M4 was started by Tom Hall, and he had a rough skeleton of the entire level already made by the time I got to working on it. The flow and pacing wasn't in, just architecture. Tom had no input into the design of any of his started levels after he left id in august 93. Sandy completely took over the levels and made them his own. Most of the levels Tom started were just small stubs; nothing huge or architecturally complete. E1M4 was the most-done map. One of my favorite levels is E3M6 because of the awesome complete openness of the level. Trying to figure out which building was next to enter was fun. I originally had a song on that level that drove me nuts for months and then i finally replaced it with the song you hear now. The song i tossed out is in the "Lost Doom Songs" zip I have on my website. My favorite song in Doom is Sinister, E2M6(?). Episode 4 was definitely not part of the original storyline. We made it so we could put more high-quality levels out there. So, making a level for E4 is, to me, making a level for something that wasn't part of the original core story. I think the levels are of higher quality than many E2 and E3 maps, though. BTW, i coded every single flickering light, switch, slime/hell damage, door, platform, really anything that moved, i coded all that. If there are any questions about Doom, ask away. It would probably be helpful for my talk at GDC this year: A Post-Mortem on DOOM.
  15. Romero

    DTWID: Project is done, check the release thread

    There was no selecting of sectors in DoomEd. You just clicked inside a sector anywhere and it did this: right-click: pick up sector properties left-click: set sector properties There was a sector inspector panel that held sector properties and you could modify them. Sector Inspector was my pirate handle in the 80s. I was the only one who knew my handle, lol.