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Hyde

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  1. Hyde

    Early and unused DOOM 64 Level Designs

    Hey Major! Let's see what I can recall- There wasn't a decision to make it feel anymore different than the original. The goal was to show off what the PSX could add to Doom mostly. I'll bet that horror feel comes mostly from the music. It changed the pace of the game for sure. It made it feel more sinister, goal or not, whereas PC Doom was more metal and had a fast tempo. I remember playing the original more run-n-gun but playing the PSX much slower, despite the levels being the same. The controller input probably had some part of that too. No mouse twitch. Aubrey was 100% responsible for the music. He gets every bit of credit deserved for going that route, and it was perfect. We miiight have suggested certain tracks for certain levels, but that'd be the most input we had, if I'm even correct there. Interesting question. I think it stacks up great of course! But there'd be no PSX Doom without PC Doom so I'd say we hit our goal of creating a different 'feeling' experience within the world originally created. PC had better control, network/modem play, moddability, etc etc. As this was console, we focused on improving the single player experience most (link play was a hassle and we had no data how popular it was/wasn't). PC Doom was unlike anything I had played and had tons of atmosphere 'then'. A world you felt you were in. We had to try and make PSX Doom feel different and relatively fresh against what everyone knew very well by then. We also wanted to convince even owners of the PC versions to buy the PSX version. The music, the lighting and the compilation aspect (size!) definitely got eyes on it and pushed it well beyond 'just a port'. It sold incredibly well and that was a mix of our improvements, the strong license, and of course, the fact it was on console with an insane install base. Appreciate the kind words! PSX Doom is still something we're incredibly proud of decades later.
  2. Hyde

    Early and unused DOOM 64 Level Designs

    I do not recall exactly but it was either Fransisco or Andy as they did all of the texture work if I recall.
  3. Hyde

    Early and unused DOOM 64 Level Designs

    Just what I've mentioned previously. It was almost a direct sequel and while I'm sure there would have been a new monster, and possibly weapon, neither were designed/started before the game was cut (99% sure of that). No new mechanics I recall. We were mostly making maps autonomously while other things were in the works. It was probably 2ish months into dev when it got cut.
  4. Hyde

    Early and unused DOOM 64 Level Designs

    I probably saw that cover during its production (Shawn worked internally and I remember many covers he did prior). I couldn't say exactly why, but my gut says it wasn't edgy/mature enough by the 'standards' then. Not shocking/iconic enough. Sometimes, you also need to think on a larger scale - posters, banners, mag covers, etc. Would this hold up in those ways? I don't know. Again, totally hypothesizing against what little I've learned (marketing wise) since, but I think CoTeCiO is also on point here too.
  5. Hyde

    Early and unused DOOM 64 Level Designs

    Vaguely - Harry was more involved on the PSX versions. He likely had done some of the D64 proto work/level ideology and maybe was there for the start of the scripting system discussions? None of the levels that shipped were Harry's though as I think he left before we really started cranking levels. I think most of his work was during the proto phase. Any other specifics I definitely don't recall. Harry was a cool guy - stuck up for us young and industry-naive LD's (I was 21 when D64 shipped and Level Designer was a term still very foreign to the industry)
  6. Hyde

    Early and unused DOOM 64 Level Designs

    That was the proto we were tinkering with as the engine was in development, and the level in which we discovered we could 'fake' 3D (mentioned earlier in this thread). I can't recall why it was more Mayan in theme, but I have a feeling, we had to change directions to keep it more inline with Dooms existing lore, or maybe we felt the theme was limiting. I very well could be wrong here but seems most likely. As for having any of those assets - definitely not given we worked on SGIs. The only pre-release stuff was the levels we started on PC and imported into D64. I don't think there were any cut levels. Certainly lots of ideas within levels that got cut, to stay on schedule, but entire levels? I don't think so. I thought In the Void was cool too - different enough visually to break up the level flow. Thanks!
  7. Hyde

    Early and unused DOOM 64 Level Designs

    Appreciated! Yeah, definitely remember the secret. I'm pretty sure I've mentioned it years ago and it's indeed in Breakdown. Seems like the community found most of the hidden triggers once it was mentioned, but the payoff was possibly removed (I honestly don't know how that's possible, unless someone went digging and removed it pre-release). In the room with the final hidden switch on a column, it fired a series of Darts from the distant wall you were facing when the switch was triggered that were setup in a pattern with initials and a heart in between. A love note, at the time, basically.
  8. Hyde

    Early and unused DOOM 64 Level Designs

    If I was to guess, it was because they were very hard to see, or blended poorly with the variety of colored lighting we used? They were blended in a particular way, which means the much larger palette likely affected their visibility. I can't imagine any other reason why, unless it was purely a 'stick to the original monster set' directive that came down.
  9. Hyde

    Early and unused DOOM 64 Level Designs

    Ah - Well, I'd think it was because you didn't want to make a game and assume the player had an optional accessory they had to purchase nor did you want 2 ways to save that could conflict (one play, no pak, next play, pak, then you go back to play but you lost your pak, for example). A password takes care of all cases and puts the onus on the player. So does a battery, but again, cost most likely I'd say.
  10. Hyde

    Early and unused DOOM 64 Level Designs

    Thanks! It means a lot that people enjoyed it (and are still enjoying it!). Ah... Passwords remind me of Metroid. Hate them. Particularly when your handwriting was especially bad on that day, and the next day, your password doesn't take. THE WORST. I'm not particularly sure what you mean by it throwing you off, but if you're referring to why it wasn't just a cart save, my guess would be on the cost increase of the cart the second you added battery saves. These things mattered when you were printing a few hundred thousand copies with potential reprints down the road. Ideal? Heck no - it's antiquated. Cost friendly at the consumers expense/frustration? Yep. Was this the actual reason though? I don't know. Was a password easier to figure out than a save state? Did we intentionally want a password system for reason X or X? Possibly, but cost seems most likely.
  11. Hyde

    Early and unused DOOM 64 Level Designs

    Oooo, that's a good one. I've no idea why we would have mixed up enemies across games. Definitely not a mistake, maybe intentional? Treat the whole product as a blend of both? Final Doom - I'm almost positive it was to increase perceived value of the SKU and get the map count appropriately high. If I recall, we cut a lot of levels due to hardware limitations and other things. All of this plays into the fact the game was a low risk, money maker and would get mileage out of the technical work already done. It sold far better than we thought, mostly in Europe. Redemption Denied - only thing I can think of is technical - that Wall was too tall to convert. Maybe memory. Performance. Etc. Nothing to do with the boss, everything to do with conversion is my strong guess. I don't think we had ideas for any other boss - we didn't create any new enemy sprites, just variants. Haven't checked out any TC progress lately, but definitely will. Had no idea so much was going on still - it's awesome to see though. Doom on it's own was amazing, but the community it cultured clearly gave it much more staying power. Love hearing about all the work still going on - nothing but respect there.
  12. Hyde

    Early and unused DOOM 64 Level Designs

    The sequel? :D Any limitations, we designed around if code was confident it wasn't feasible, but I don't remember specifics. Hah, as for the monsters, we didn't have much say but I don't recall that issue. I'm sure if I looked at it now, it'd stand out. And jesus, that is a mental I need to scrub fiercely from my mind now. After using it a bunch of times among friends first, of course.
  13. Hyde

    Early and unused DOOM 64 Level Designs

    I don't know if we ever gave it a formal name. We probably just called it something generic like 'alien laser' internally. I wasn't aware of its idea in the doom bible either, that's cool. Could have been influenced by that, or a crazy coincidence - can't recall at all.
  14. Hyde

    Early and unused DOOM 64 Level Designs

    The idea for the specter demons was probably almost entirely due to the fact they were essentially 'free' memory/storage wise. We wanted a bit of variety and that's how we got it with little effort. The Lost Soul differences I can't recall, but could be a result of rewritten AI versus ported AI? The Pain Elemental was a redesign, I couldn't say why but we thought it was cool and separated it further, visually, from the Caco. The Arachno was redesigned to be more unique to D64. Since this wasn't a port, there was some leeway, though ID certainly stepped in if we went too far down a path they didn't like. The Mother Demon I remember we had some input into how she acted, AI wise, but beyond that, I really can't recall. We wanted a physical boss, not another wall or Cyberdemon fest, and something that made getting/upgrading the lasergun worthwhile. The amp visor - probably the least used item in any level I or my friends made, ever. Probably would have been great to sprinkle those around, just to help with the darkness issue, but by the time that issue came to light (badpun), we couldn't touch the levels further. I don't think there was any technical reason, just us not really being fond of it.
  15. Hyde

    Early and unused DOOM 64 Level Designs

    Dev was on a SGI Indy so if any of it exists, it's in loose files on those drives which no doubt are long gone. We didn't burn roms until towards the end for QA/submission. I can't recall why we didn't focus on multiplayer in D64, particularly after having it on PSX (but the link cable made that a no brainer) - I don't know how well our levels would have played in MP anyway, given the scripting, which might be part/most of the reason?
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