Doom Archive Reopened 265
Obiwan Kenobi writes "Computer game history buffs rejoice: Lee Killough's Doom Archive has been reopened at John Romero's site. Its been offline since 1998, when it was handed to Romero to look after, and has finally resurfaced. The info inside is priceless, if a bit Romero-centric, but who can deny the nostalgia of downloadable alpha versions, beta screenshots (complete with wild health meters) and the original Doom Press Release where the game tagline reads "Doom-the sanest place is behind a trigger.""
What a great caretaker (Score:3, Funny)
Oh, how reassuring.
Re:What a great caretaker (Score:3, Funny)
Re:What a great caretaker (Score:2)
for the uninitiated... (Score:5, Funny)
Re:for the uninitiated... (Score:4, Funny)
Re:for the uninitiated... (Score:4, Funny)
Not so! Gabe and Tyke are simply gay! (Score:2)
Why Doom Sucks. (Score:4, Interesting)
It has done more to ruin the state of game playing than any game in history.
For those of you who were around playing games 10 years ago and longer, have the best chance have understanding why this is. Lets recap:
So what do we have today?
We have fantastic hardware and storage capacity. We have incredibly elegant graphic and AI algorithms that make the gaming experience itself very compelling. The advent of Doom was the first truly compelling real-time 3D engine. And it was precisely at that time that gaming has gone down hill. What Doom did for gaming in a positive way (fast rendering engines) it did as much or more in a negative way (dark, repetitive, single-minded (mindless) activity).
And because of the popularity and thus (financially lucrativness) of Doom we've now had to suffer hundreds of mind-numbing shoot-em-up games since. The overwhelming majority of games on the shelves today, are first-person action games where killing is the primary activity. This isn't so bad, if it weren't for the very depressing worlds, that this mayhem takes place in. Have you ever noticed that all the worlds these games take place in our DARK, DANK, and DYSTOPIAN??
People might counter and say what about Myst, or SIMS, or the Star Wars and Star Trek franchises. Well Myst is an exception, but whatever happened to the old-fashioned adventure games? Even the Star Trek and Star Wars gaming franchises have succumbed to the Doominization of gaming. So now you can be a starfleet office whose primary duty is to kill as many bad evil aliens as possible! Whoopee! Or be some variation of a Jedi whose primary mission is to kill as many bad guys as possible. And sure enough all of these killing sprees take place in dark, dank, and depressing settings.
Ok, so what I am proposing?
Bring back the adventure games!!! We have all of the hardware and software algorithms now to make adventure games light-years beyond what was available with Ultima 7 or Zork, etc. Not only could we have far-out sci-fi, fantasy adventure worlds, but also we could explore these worlds in first person 3-D now. We could even throw in some real-time shoot-em-ups to spice it up. Why can't we have a game that combines the best of the spirit of true adventure games with the best of the shoot-em-ups?
Imagine a game, where there are hundreds of planets to explore. All of these planets are unique and compelling. Some of these worlds would have alien civilizations or spaceports and colonists, others would be hostile to life. On each of these worlds, lies mysteries waiting to be explored - pieces of a large puzzle that need to be solved. Perhaps we could just explore these worlds as part of a larger strategy of building our characters like we would in traditional RPG. And of all of this exploring could take place in full-immersion real-time 3D. And why oh why, can't we have worlds that are both compelling and beautiful and inspiring to look at?
Has anyone else noticed? Perhaps this is why I have not bought a single PC game in at least three years now.
Planet P Blog [planetp.cc] - Librety with Technology.
Re:Why Doom Sucks. (Score:5, Interesting)
My definition of a game is something where a rather simple set of rules can turn into an almost unlimited possible outcomes. Think of chess. Chess is like Langston's Ant [samskivert.com], where just a few rather trivial rules are pitted against each other, yet the tree of possible outcomes and strategies is absolutely insanely difficult to calculate. You could learn to play in an hour, you can spend the rest of your life reading and practicing and always improve. It's truly beautiful.
So with all this powerful hardware, where are the games like that? Where are the carefuly setup rulesets that provide constraints, yet a chaotic, non-linear equation type amount of freedom? Not this "run, run, jump, jump, duck... ooops slipped. Try again. run, run, jump, duck... oops, slipped, try again." Or "kill everybody in a row, run to the exit. Kill everybody in a row, run to the exit." That is embarassingly idiotic.
But, maybe we shouldn't expect otherwise. Games have fallen into the same trap as movies. The demand for payoff is larger, thus the budget must be bigger, because the audience must be wider. The wider the audience, the more dumbed-down the game must become. Ridley Scott said, in Future Noir [amazon.com], the same thing will continue happening to movies till you just can't even break even anymore. Then ... maybe ... the industry will start over and start nichifying again.
It's sad too. You can see a "hint" of it, like in games like Diablo or Age of Empires, or the Grand Theft Auto series. Give people freedom. That's what they want. Don't setup the path, setup the rules, and people will breathe the kind of life THEY want into the game, by playing it THEIR way. And look what happens, those games become wildly successful. But it's like the idiot game designers miss the point, they give the credit for success to the graphics, so, like for Age of Empires, rather than in the next one, building on the chess like attributes they decided to spend all their time and money on a 3D engine which did exactly nothing for the game. So now we have the exact same ruleset, in fact, dumbed down as compared to AOK, but a glorious new tileset that does nothing for the playability. Its frustrating. Look at this recent Slashdot post and you'll see why the situation isn't going to get any better anytime soon. [slashdot.org]
Anyway, that's my rant. Sorry, I just agree with the original poster 100% and I hope that one day all the people forwarding the success of the clone army of Quake-style games will taste the true satisfaction of an open/world, Langston's Ant type game, and demand more of it from the game makers.
Re:Why Doom Sucks. (Score:5, Interesting)
I discovered Chris Langston back in 1987, when he gave a talk at UofA about his work and his new book Artificial Life (of which there are several volumes now). A few weeks after his talk, I had this huge intuite leap, and started to develop an entirely new Game Engine for Adventure games. The idea, is that there would be a large number of n-variables - people, chain-of-events, scenarios, etc. That way as you played the game it would through various degrees of strength effect the rest of the world in obvious and very subtle ways. Like cause and effect, the rest of the game world would could continue to morph and change on one side while you were playing on the other. Then about 18 months later, the original SIMS game came out, and they beat me to the punch. Oh well.
My original idea for this game, and I would still like to see something like it develop an adventure game where you started out a someone in 1987 earth (now 2003), and your goal was to reach the center of the galaxy. That means that you had to live long enough to make it there, or discover some kind of FTL drive sooner than that. So in the game you would a nearly unlimted number of ways to make it there - make millions so you could have yourslef cryonically frozen, or afford the best longevity medicine, invest in the right technologies such as nanotechnology, allie yourslef with the right syndicates so that you were on the winning side, etc, etc. Anyway, it was a great idea back in 1987, and I would love to see something even remotely close to it now.
I will re-iterate:
The state of gaming today is totally pathetic.
Planet P Blog [planetp.cc] - Liberty with Technology.
Re:Why Doom Sucks. (Score:2)
Re:Why Doom Sucks. (Score:2)
Re:Why Doom Sucks. (Score:5, Interesting)
Much of your rant lines up pretty well with the design philosophies we had at Looking Glass (and I know Irrational shared), and that we have currently at Ion Storm. So I'm curious as to your take on how well we've accomplished our goals.
Chris Carollo
Deus Ex 2 Lead Programmer
Re:Why Doom Sucks. (Score:2)
I'm replaying the GOTY Edition for the umpteenth time. Each time has been a new experience. Should I play stealthily? Should I go full out fragfest? Will I sell out to the dark side? Will I try to get zero kills, or just pop 'em from afar?
I haven't tried the Thief series, but I have to say that Deus Ex was the biggest diversionary FPS (if you can call it that) since Duke Nukem 3D and Nocturne.
Everything else just seems to be shiny replacements for Wolfenstein.
People love to bitch (Score:2)
You think there weren't shit games when Doom came out? I know; I was there. Crappy puzzle games, endless side-scrollers, bad shooters, and mediocre RTS games.
Have you not played Deus Ex? Or Black and White? How about taken a look at the next SimCity? Do you remember Half-Life? Or, as mentioned before, the Sims?
There have always been good games and bad games. Don't fall into the trap of "things were better back when..."
Re:Why Doom Sucks. (Score:2)
Are you kidding? Chess is BORING. At least it was until the modding community got a hold of it. Chess Rally Capture the Duck is awesome!
Re:Why Doom Sucks. (Score:3, Interesting)
It is true that many mind-less first person shooters have spawned into existence since the release of Doom, but certainly this is not the only sort of game that is unleashed upon humanity today.
As for 3D adventure games, I liked Under A Killing Moon [mobygames.com] a lot. It has a compelling storyline, great graphics and yes, a dark, depressing and dystopian 3D environment. It's awesome!
More recently, I finished Sierra's Gabriel Knight 3: Blood of the Sacred, Blood of the Damned [sierra.com]. It too has beautiful 3D graphics (for its time) and a great in-depth plot. Lots of things to explore and figure out, and I think it does justice to the old adventure genre in that respect.
As for RPG's since Doom, you may have forgotten about Baldur's Gate [interplay.com], which is-- God forbid-- a 2D game, as is it's successor Baldur's Gate II [interplay.com], but if you want 3D exploration, let's have a look at Neverwinter Nights [neverwinternights.com] or maybe you've got more interest in mindless hack & slack ala Dungeon Siege [dungeonsiege.com]. Let's not forget the more recent hits in mindlessness; I think good fun can be had with Grand Theft Auto 3 [rockstargames.com], despite it being mindless, but if you want something more intelligent in that vein, have a look at Mafia [mafia-game.com].
So, no. I don't think the gaming industry is totally down the drain. It could be better, it always can be. There's no such thing as the perfect game for everybody.
Re:Why Doom Sucks. (Score:2, Funny)
Sounds like home to me. But then again, not everyone is from the Slums of South Durham.
Re:Why Doom Sucks. (Score:2)
I bought a few : Q3 Team Arena (not that dark) and Unreal.
BTW, Doom was really playable and fun, just compare it with "Prince Of Persia" 1 where you had to minutiously hit your keyboard to walk (not run) or just fall in the first hole...
I only know one game which had a better gameplay : Commander Keen (4 to 6) by the same team.
So, I have to say your comment is quite trollish but you explain why : you're not addicted to this genre bvut rather to adventure games.
Re:Why Doom Sucks. (Score:2)
Re:Why Doom Sucks. (Score:2, Insightful)
But I agree, more adventure games! Good thing that Sam n' Max 2 and Full Throttle 2 is coming.
Perhaps what you're looking for is a Gamecube? (Score:2)
Re:Why Doom Sucks. (Score:2)
Then we hit the 80s and 90s and cyberpunk and dystopia are all the rage. Economic downturn, return to facist political systems, apathy, culture shock, corruption. Have you considered that this is what is really bothering people, scaring them, and they use the computer games to vent these fears, to deal with them in some way?
Re:Why Doom Sucks. (Score:2)
Planet P Blog [planetp.cc] - Liberty with Technology.
Re:Why Doom Sucks. (Score:2)
Why don't you just admit... (Score:2, Funny)
Re:Why Doom Sucks. (Score:2)
And what have *you* done to improve it? What games have you worked on that makes gamers think different?? (And yes, I'm a game developer, so I'm doing my [little] part.)
Blaming Doom for *all* of the problem that publishers (and developers) want to maximize profits at the expense of gameplay shows an extremely ignorant view of gaming history. The obsession with presentation over substance has been going on for the past 10+ years!
While I agree that many developers/publishers have "sequelitis" (I feel the same as you but in the movie industry - I don't go to theaters anymore to see the same plot/explosions retold), and also agree that by and large, more games are just last years games repackaged with better graphics & sound without much thought to improving gameplay - there *are* developers/publishers trying to be innovative - both commercial games (Sims, GTA3, Morrowind, Majesty, Halo, Animal Crossing, etc), and indie games (TreadMarks, etc) There are gems out there, you just have to look.
Re:Why Doom Sucks. (Score:2)
Bring back the adventure games!!!
Yeah - no doubt. A modern day Kings Quest game done as an FPS!! That would rock!
Doom does not suck! (Score:2)
You can bitch about the legacy (that Doom's niche has somehow perversely become so dominant), that's understandable. But don't blame the one who started it. Your real problem is that people suck (not Doom), because they're so imitative, trend-following, and formulaic.
Oh to look back at history... (Score:5, Funny)
I think little handheld thingies from Tiger do this now :)
Re:Oh to look back at history... (Score:2, Funny)
Re:Doom on your phone... (Score:2, Interesting)
Ok. Time for the +1 funny comment (Score:3, Funny)
daikatana? (Score:5, Funny)
Re:daikatana? (Score:5, Funny)
Don't be silly (Score:2)
Of course what they ended up getting was the *pre*alpha. Yeah, most people would love to be able to download an actual alpha version.
KFG
Re:daikatana? (Score:2)
this [mp3s.com]?
First time I heard Superfly's Johnson I just about fell out of my chair... lol
9 Years Later (Score:5, Funny)
That's on the list! (Score:5, Funny)
Re:9 Years Later (Score:2, Funny)
But what is just as bad is that when I played Doom, I also found myself moving around with the chair (which had wheels) and when sneaking around i shifted my position in the chair to get a better look around the corner. Sad, really...
Re:9 Years Later (Score:2)
yeah (Score:2, Insightful)
Yet Doom was more effective. Given Carmack and Romero were two different design aspects, one man being all about implementation and the other focusing more on content and art; and the question I always receive from people is the same...
"WHO THE FUCK DO I HOLD RESPONSIBLE FOR THE CYBER DEMON AND THE SPIDER MASTERMIND TO BARELY FADE AFTER BEING NUKED A HUNDRED TIMES WHEN I AM BUT A MERE MAN WHO CAN BARELY WITHSTAND 1 ROCKET BLAST MYSELF?"
Doom had so much immortal gameplay put into it that strategy of choosing how to fight one of the nearly immortal enemies is what caused many gamers to pass their Quake bootcamp with flying colors. Doom's cheatcodes is what separated the draft dodgers from the 1337 strategists. I'll never forget playing 2 player DOS DOOM1.666 over serial cable...I have never played a multiplayer Doom game ever since; I tried to play csDoom, but at the time some dork made a denial-of-service app and always intentionaly crash the csDoom server 'cause he didn't like the csDoom maintaner and the poor implementation. Go figure?
Service Temporarily Unavailable- Here's the index (Score:3, Informative)
Features in the alpha / beta versions (Score:4, Interesting)
The most interesting thing about this version is the different BFG -- it causes many fireballs to come out in many directions. See screenshots.
Fireballs ricochet off of floors and ceilings.
Re:Features in the alpha / beta versions (Score:4, Informative)
Here's the Doom Bible [doomworld.com] (and PDF version [doomworld.com])... it seems to detail lots of stuff that was planned but didn't make it in.
Re:Features in the alpha / beta versions (Score:2)
doom -net left
doom -net center
doom -net right
or something like that.
Of course, I've never seen it myself.
Re:Features in the alpha / beta versions (Score:2)
Yikes (Score:3, Interesting)
Most of the improvment seems to be in the 'lighting' that made the retail game so scary and not so cartoonish.
There doesn't seem to be any lighting in these screen shots, and the game looks VERY amatuer.
Look at some of the other screens. This just shows ID released the game when they had everything looking right, in a 'Doom' sort of way.
Re: (Score:2, Interesting)
Re:Yikes (Score:3, Insightful)
No, the game looked state of the art, even without the lighting and level changes. At the time only "Ultima Underworld" was remotely close to what Doom would become.
For a quick kick in the pants to your favorite Luddite show them a screenshot of alpha doom, then show them a movie from the lastest Doom beta while chanting: "It's only been nine years, it's only been nine years..."
Take a close look yourself and realize what the future holds. FPS games in 2011 should make Doom III look like these "amateurish" screenshots. We'll probably have Carmack to thank even then, or in 2022 when Doom VI looks like crap in comparison to Doom III. Should be fun...
Hell, I'll probably be playing FPSs until advanced age makes it too difficult, sometime around 2035... then I'll camp...
-dameron
Re:Yikes (Score:2)
Console Programming (Score:3, Interesting)
Re:Console Programming (Score:2)
I didn't say reverse engineer the code for Doom. I said reverse engineer the mathematics of Doom. Would you actually build a PS3 or XBox2 game on the code of Doom?!?!!! I certainly wouldn't...
However, the screenshots have just the right amount of complexity versus simplicity for a group of gamers & nerds to sit down and write a sophisticated fractal/menger engine. Hell, download the game or the source code and do the same thing. I don't care.
However, I'm completely convinced that if you download the source code for Doom and even glanced at it, your final engine won't be as good as if you just downloaded the screenshots for the game. (Note: I'm not saying that the source code for Doom is bad or anything... I'm just saying that it's not the kind of code one would want for a PS3 or XBox2 game).
Re:Console Programming (Score:3, Interesting)
Modern 3d is a lot easier, because with 3d chips, all the tedious calculations were removed. The 3d card will handle all the scaling, lighting and masking for you, so you don't have to write any slow code to do it; it's all hardware and really fast because the operations are essentially the same for every game (and where they're not, we now have things like programmable shaders, vector units, etc.)
Anyway, I guess the point of this is even if you did what you say, it would give no real insight into modern game programming. It's like learning assembly so you can make a mysql database. Just keep in mind that doom (and doom 2 for that matter) were written before the advent of 3d accelerators. Hell, Doom was the first time 3d was used to create a convincing, immersive environment; before that 3d gaming just seemed like kind of a novelty.
Re:Console Programming (Score:2)
nostalgia? withstanding the test of time? (Score:3, Insightful)
Why would anyone want to play a game that looks like DooM on the PS3 or XBox 2?
Why would anyone want to play a game that looks like the original Super Mario Bros. on a 2 GHz Pentium 4 based PC with a GeForce 4 processor?
Why would anyone want to play Solitaire on that same system?
Why would anyone want to play Tetris [mit.edu] on that same system?
Because they're still fun.
Re:Console Programming (Score:3, Interesting)
Absolutely. There are many reasons why people would want to. Amongst others, these include:
1. First person perspective.
2. Combat oriented gaming (stress relief?)
3. Multiplayer capabilities.
Now then, for a short list of current games which look like Doom and are on the Playstation 2 or XBox:
1. Halo
2. Quake Arena
3. Unreal Tournament
4. Metal Gear Solid
5. All 3D Basketball/Baseball/Football Games
6. Resident Evil
7. Tomb Raider
etc. etc.
Do you understand my point? These games are all Doom and Wolfenstein based. They are not, for instance, based on such games as:
1. Pong
2. PacMan
3. Mario Brothers
4. Pitfall
5. LoadRunner
6. SpyHunter
(All of which happen to be favorites of mine.) Anyhow, compared to PacMan there are a lot of reasons why people would want to play a game that looks like Doom on a PS3 or XBox2.
The question becomes one of programming methodologies: How does an entry level console game programmer enter into the market and compete against people who are making games like Halo2 and LOTR: The Two Towers? Tough competition.
One answer (although not the only one): Leap frog ahead of the competition. Predict what the gaming platform is going to be 2 or 4 or 8 years from now, and begin programming now (hence the reference to PS3 and XBox2, and not PS2 and Xbox... I'm looking 2 years down the road here.).
Anyhow, you estimate the graphics performance of the futuristic box... 256bit processor, 512bit, 1Kbit, whatever; 1 Gig VRAM, 4Gig VRAM, whatever; 800x600 res, 1024x768 res, 1600x1200 res, 1600x1200 stereoscopic res, whatever. Once you figure out your target hardware platform, figure out the algorithms. The trick is to get that target hardware to output something that looks like Doom. Once you've passed that hurdle, you've got 80% of the work done (assuming that you're doing real programming, and writing the device drivers and algorithms yourself, thereby establishing a proprietary 3D engine, and not just ripping off or copying somebody else's work).
Now then, if you go through this process, and approach the mathematics carefully, you might be able to program up a nice engine that utilizes menger spaces and fractals. Now then, some physicists and mathematicians might say, 'Nay, a Hilbert Space is better than a Menger Space any day of the week!' To which, I am not completely convinced. I, personally, think that menger spaces and fractal algorithms have a lower overhead in terms of code manipulation, and produce more graphics performance than linear algorithms. Granted, there are many applications where a fractal algorithm is overkill and produces a lot of waste.
However, when trying to program biological and chaotic phenomena, such as plants, ferns, trees, snowflakes, waves, hair, and so forth, a fractal algorithm can do things in a dozen lines of code which other algorithms require thousands and millions of lines of code.
Ergo
It is my opinion that fractal algorithms are really slick, and I hope that PS3 and XBox2 games are programmed with such methodologies.
For the record, any first-person 3D engine has the basic graphics and math to provide you with the resources to do what I'm talking about. Hell, reality has the basic graphics and math to provide you with the resources to do what I'm talking about. I am merely pointing out that Doom may be good study material for the next generation of console game programmers...
Re:Console Programming (Score:2)
Believe me, NO ONE would play a game that looked like Doom on a modern machine. Especially now that it's been GPLed, why wouldn't your hypothetical entry level game company just use the Quake 2 engine? Or pay ID the going rate to use Quake 3?
Re:Console Programming (Score:2)
I see you're not encumbered with any experience in the fields of game development, 3D graphics, or software development. If you weren't so earnest, I'd assume you were a troll.
You earlier suggested the people reverse engineer how Doom works. While that might have been interesting nine years ago, it's old hat now. One of the reasons that Carmack is such a god amoung geeks is that he gives talks on how his technology works. In the case of Doom, it's extremely well understood at this point. You can actually buy "How to write a 3D game" books that walk you through creating a Doom-like engine. In fact, the technology in question is out of date. To make Doom and fast and cool as possible, Carmack took a number of shortcuts (like making the game fundamentally 2D). Shortcuts that would be unacceptable these days (and thus Carmack continues to be on the cutting edge, developing a new engine for Doom III.
I'd suggest using "inspired by" instead of "based". Many people (myself in cluded) view "based" as meaning "derived from", as in "sharing some specific elements, probably source code. None of the games you cited are derived from the Doom or Wolfenstein's code. They may share certain algorithms common in 3D graphics, but those same algorithms were well known by computer scientists working on graphics many years prior. You strangely included "All 3D Basketball/Baseball/Football Games". What are you smoking? They certainly didn't inherit the portal based or ray casting systems allowing for large levels. They didn't inherit the first person perspective. They didn't inherit the twitchy, violent gameplay. The didn't inherit the software based rendered. The only thing in common is that they are both 3D.
Trying to guess what sort of hardware you'll be dealing with is insane. The only sure thing is "it will be faster." The console companies in question aren't quite sure what they'll be releasing in 4 years. (Yes, they're working on them now, but their plan will continually shift as their goals and dreams meet budgets and schedules.)
And now you're just babbling.... Just because something sounds impressive doesn't mean it makes any sense. Leave the decisions on technology to people actually doing the work.
Romero's inspiration? (Score:2, Interesting)
Mr. Romero,
Puting aside all the splattered corpses, deranged vertebrae, snarling beasts of death, and moppy hair, what inspired you to be the the man to control the immortal death-spawning machine of E1M30?
Will I meet you again, some form or another, maybe even in a healthkit, somewhere within the scope of Doom3? It wouldn't be the same without you...Carmack thinks a good game is moreso implementation than creativity. You are the creativity, Carmack was the implementation; separate, we would see somthing less.
Stencil Shadows? (Score:3, Interesting)
Wouldn't it be sweet if Stencil Shadows [apple.com] were implemented, just like it was in Quake 1 [sourceforge.net]?
God, I am felling weird again. Just like in the old times of Doom 2...
Wow 10 years (Score:3, Informative)
Re:Wow 10 years (Score:2)
I mean...
1993: Playing Doom to death.
2003: Eagerly awaiting Doom III.
That's kinda disturbing...
"Its been offline since 1998" (Score:3, Funny)
Hrm, his site may be down (Score:3, Informative)
smashing pumpkins (Score:4, Informative)
nice screenshot resolution ;) (Score:2, Funny)
Good job!
Re:nice screenshot resolution ;) (Score:5, Informative)
I guess the low system requirements make them easier to port without cutting down on features.
Re:nice screenshot resolution ;) (Score:2)
Re:nice screenshot resolution ;) (Score:2)
Hey, John... I know you read slashdot... wanna try a programming challenge? make a GB color version of everyones most favorite side scroller! you know which one...
ID hit the nail on the head on this one.. (Score:5, Interesting)
Yep, my small little ISP in '93 was brought to its knees because of this program..
Your ISP ran IPX? (Score:2)
Re:ID hit the nail on the head on this one.. (Score:2, Interesting)
It happened to Trent Reznor (of Nine Inch Nails) too - he played so much Doom that it got in the way of his work. Unexpectedly, the record he put out after getting over his Doom addiction ("The Downward Spiral") turned out to be a smash multi-platinum hit. We (should) all know that he went on to do the sound effects & music soundtrack to Quake.
An aside: how many of you DIDN'T know what the "NIN" stood for on the boxes of nails in Quake? (Admit it - I've caught a few people that didn't know that.) It was another iD joke - John Carmack put a NIN graphic on the boxes during beta testing, as a joke & tribute to Trent Reznor, and it make it to the final product.
My favorite quote from the press release... (Score:3, Funny)
Well, we cant argue with the facts...
How can I run those? (Score:4, Interesting)
Re:How can I run those? (Score:5, Informative)
Re:How can I run those? (Score:2)
PrBoom has a Windows version. OpenGL supported and all.
Re:How can I run those? (Score:2)
I have a theory DOOM III will be out on 12/10/2003 (Score:5, Insightful)
Thankyou DOOM, ID, and Cthulu. (Score:5, Interesting)
Suddenly, fast hardware was important. Getting friends around to deathmatch was important. Writing my own levels and sound effects files was important. I was shelling open the machine, squeezing out as much performance as possible. I was learning about graphics, about 3D design.
My reflexes became honed. I surprised people with my ability to notice pencils rolling off the table and catch them before they even had time to register something was happening.
Out of sheer time at a keyboard, both in and out of the game, I started typing at over 100 words per minute. I could mouse around a GUI quicker than people thought reasonable.
I discovered the internet. I payed $9 per hour to access it in Australian dollars, and that didn't include the timed STD calls I had to make to get to the ISP. I consumed every map file I could lay my hands on. I discovered porn, e-mail, gopher, the web, FTP, IRC in that order. I started making friends with people I had never seen in real life. I used Kali because Doom lacked TCP/IP support.
Now I am an I.T. professional, still as passionate as I was the first time I layed hands on the Doom I shareware installation floppies (that a thoughtful person in a Canberra computer games store copied for me). I still get shivers when I hear the Doom I map 1 music (it's my polyphonic mobile phone ring).
Without Doom, my passion for computers would not have developed, and I would probably not be posting to slashdot today.
May Cthulu bless ID and all their works.
Re:Thankyou DOOM, ID, and Cthulu. (Score:3, Funny)
quoth (Score:5, Funny)
He's a crappy webmaster too!
Fear Me! (Score:2)
Fear what? (Score:3, Funny)
Re:Fear this! (Score:2)
Re:Fear what? (Score:2)
Similarities between Doom III Alpha and Doom ideas (Score:3, Interesting)
Bruiser Brothers
Twin terrors at the end of episode one
These were never used, but there are an unused "monster_demon_bruiser" in the leaked Doom III Alpha files.
A short while later, a strange alien creature bursts into the room. ("What the hell?") A fight ensures.
No monster breaks into a room in Doom I, but a strange half-machine "pinky" demon does break into a room in the Doom III Alpha.
Just two things I noticed from a quick browse... Perhaps there are more.
Card playing marines= Half Life (Score:2, Interesting)
What's in a name? (Score:3, Interesting)
Hehe, an interesting look into history, eh? By the way, I beat Ultimate Doom on Ultraviolent. I tried Nightmare but I just couldn't get use to the damn respawning. Umm, I failed a few classes that year, too. In retrospect... of course it was worth it! ;)
Blood on the Wall (Score:3, Interesting)
Meanwhile, I'm surprised that only ONE post refered to the song.. aka.. blood on the wall [www.rome.ro]. It has been sung my an ex-Nazareth group member.. and that AGAIN says a lot for the popularity of the game. It's a gr8 song, better than lotsa the **** that plays these days....
A somewhat predictive exert. (Score:3, Interesting)
Doomlight shadow (Score:5, Insightful)
DOOM was a favorite on damp winter afternoons. I would play it wearing headphones so as to not disturb others in the house. It felt _creepy_. You felt a bit of anxiety as you could hear another Imp shuffling around the place, but couldn't tell exactly where he was. You'd jump when you went around a corner and suddenly heard one of those half-man-half-goat things shout "Wwooooooooooooooo!!!" and start hurling fireballs at you.
I've not found an FPS since that does that for me. ID got the atmosphere absolutely right on that, and I hope they can recreate this in DOOM 3 - to a bigger extent with the graphics capabilities they should have.
One afternoon, I was playing DOOM and got the fright of my life. I was playing along, headphones on, volume up, creeping around one of the levels when my housemate sneaked up behind me and threw one of those beanbag frogs that were used to prop open doors. The frog landed on my shoulder JUST as a room erupted with Imps. I almost died of fright!
Sounds effects (Score:2)
I thought it was strange that I haven't seen this trick in any other games. Am I wrong?
Slashdot...SMASH!!!!! (Score:2)
It may not be back online until 2006 by the time it recovers from the Slashdot attack
Re:Umm... that's like a cool website right? (Score:5, Funny)
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Hey, don't forget Breakout (Score:3, Funny)
Which was, like, pong for people without any friends.
KFG
Re:Hey, don't forget Breakout (Score:2, Funny)
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That would be asteroids I think.
Compression filter got me, so I've got to put in some crap here - 2323452 3.14156265
Re:This still doesn't make John Romero cool (Score:2, Insightful)
Sure Daikatana was a fuck up but he TRIED - he got it wrong, he's not a good manager maybe but he put an effort in.
If you've ever seen an interview with the guy or READ rome.ro you'd realise this guy has a REALLY great attitude about gaming - he's nostalgic - he enjoys games and he want's to have fun - the guy was crying because some moron like yourself sent him (yet another) abusive email just to make themselves feel better.
That's more than I can say for the id crew who seem to care less and less about each title, John C himself has said multiple times in interviews that certain aspects of a game are just gimmicks (even though said aspects would add to the title such as realistic physics in Doom 3) to put it bluntly as far as _I'M_ concerned Carmack and crew have far less enthusiasm for GAMES than they do engines...
He may have had a few failures in his time, but for christs sakes can we leave the guy alone now please???
I agree. (Score:2)
I remember trying to get my hands on every magazine about Doom when it came out. All of them contained pictures and articles about Romero. It was great, he seemed so into games, and gaming history and what id wanted to do with the future. He was the chest thumper, which no one has EVER seen the likes of in this industry. And we still haven't seen anyone come close since.
Truely the David Lee Roth of the computer industry.
Re:Doom 486 (Score:2)
Good times...