Difference between revisions of "Doom"
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This art was designed by [[Don Punchatz]] and used on nearly all of the boxes for all ports, just with various differences in layout. I features a Doom space marine being rushed by demons of Hell, some of which have been cybernetically altered. Punchatz
This art was designed by [[Don Punchatz]] and used on nearly all of the boxes for all ports, just with various differences in layout. I features a Doom space marine being rushed by demons of Hell, some of which have been cybernetically altered. Punchatzart doesn't the Doom logo .
Revision as of 15:19, 17 July 2019
Doom is a first-person shooter developed by id Software and released for MS-DOS in 1993. It's the first game in the Doom series. In the game, you play a space marine stationed on Mars. Scientists have been experimenting with dimensional travel and have accidentally opened a portal to Hell, and released hordes of demons on the planet. It's up to you to fight your way through the demons, enter Hell, and stop them from getting to Earth.
Doom is considered a monumental game being the first hugely-successful multiplayer FPS and breaking ground among 3D games. When it came out, the computer I owned couldn't handle it, so, to make it more playable, I decreased the view port to its lowest size and bumped up turbo to its highest level, but that ruined the feel of the game. It wasn't until a couple years later that I could run the game at its intended size and speed. I really enjoyed Doom, and spent a lot of time making my own levels with Waded, an editor tool.
I own The Ultimate Doom and have beaten all four episodes on Hurt Me Plenty difficulty.
Best Version: 72%
— This section contains spoilers! —
- The game is just a lot of fun to play.
- The addition of multi-player, while not necessary, vastly increased the enjoyment of the game.
- There were a lot of interesting small features added to the game like monsters that would get mad and hurt each other, enemies near ledges that would fall off, flickering lights, semi-transparent demons, etc.
- Each of the weapons has its own strengths and weaknesses. For most of them, there is no way to say that it is definitively better than another.
- The game was really spooky at the time, and even today, when I'm playing a new map, I get apprehensive about diving into sludge or walking into a dark room.
- The game has very fitting music including heavy metal tracks, and Bobby Prince wisely convinced the developers to include mysterious ambiance as well.
- The game allows save scumming. Ordinarily, I appreciate this, but, since the game is meant to be terrifying, and you can save and reload every time you get ambushed, it kills a lot of the tension.
- The earlier releases of the game had some pretty bad bugs, but id did a great job patching them over the years.
This art was designed by Don Punchatz and used on nearly all of the boxes for all ports, just with various differences in layout. I features a Doom space marine being rushed by demons of Hell, some of which have been cybernetically altered. The Doom logo was also designed by Punchatz. The original art doesn't have the Doom logo in it, and was superimposed on it for the box design.
- textures-resource.com/pc_computer/doom - Textures.
Windows 3 mockup.
- gdcvault.com/play/1014627/Classic-Game-Postmortem - Postmortem by John Romero and Tom Hall.
- youtube.com/watch?v=eBU34NZhW7I - Postmortem by John Romero.
- youtube.com/watch?v=HbjOkrrTjhc - Boundary Break.
- youtube.com/watch?v=ptHurafdCoQ - John Romero's level design rules.
- youtube.com/watch?v=K0nlO87evhY - Longplay, Knee Deep In the Dead.
- youtube.com/watch?v=vQdsIQQpHLs - Longplay, The Shores of Hell.
- youtube.com/watch?v=74uPgIMQ5eg - Longplay, Inferno.
- youtube.com/watch?v=dqan5L1x7JM - Longplay, They Flesh Consumed.
|Design||Shawn Green, Sandy Petersen, John Romero|
|Programming||Michael Abrash, John Carmack, John Romero, Dave Taylor|
|Graphics, Art||Adrian Carmack, Kevin Cloud|
|Level Design||John Romero, Sandy Petersen, Shawn Green|
|Music & Sound Effects||Robert Prince|
|Sound Engine||Paul Radek|
|Tools Programming||John Romero|
|Model Development||Gregor Punchatz|
|Creative Director||Tom Hall|