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Coelacanth: Lessons from Doom (2010)

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Re: Coelacanth: Lessons from Doom (2010)

#3

  > Doom is about “maneuverability as defense”
  > ...
  > There’s nothing quite like it today.
There's one game i'm aware of: http://en.wikipedia.org/wiki/Painkiller_(video_game)

By default it also moves fairly slowly, but the player is strongly encouraged and almost forced to use bunny-hopping to gain extreme agility and speed. Most youtube LPs showcase this quite well. "Asylum" and "Snowy Bridge" are imo the highpoint levels to watch for this.

Re: Coelacanth: Lessons from Doom (2010)

#4
post #3

> Doom is about “maneuverability as defense” > ... > There’s nothing quite like it today. There's one game i'm aware of: http://en.wikipedia.org/wiki/Painkiller_(video_game) By default it also moves fairly slowly, but the player is strongly encouraged and almost forced to use bunny-hopping to gain extreme agility and speed. Most youtube LPs showcase this quite well. "Asylum" and "Snowy Bridge" are imo the highpoint l…

The Serious Sam games fit the DooM tradition, as well.

Re: Coelacanth: Lessons from Doom (2010)

#5
post #4
post #3

> Doom is about “maneuverability as defense” > ... > There’s nothing quite like it today. There's one game i'm aware of: http://en.wikipedia.org/wiki/Painkiller_(video_game) By default it also moves fairly slowly, but the player is strongly encouraged and almost forced to use bunny-hopping to gain extreme agility and speed. Most youtube LPs showcase this quite well. "Asylum" and "Snowy Bridge" are imo the highpoint l…

The Serious Sam games fit the DooM tradition, as well.

There's also numerous open source examples. (See Cube/Cube 2)

Re: Coelacanth: Lessons from Doom (2010)

#6
post #4
post #3

> Doom is about “maneuverability as defense” > ... > There’s nothing quite like it today. There's one game i'm aware of: http://en.wikipedia.org/wiki/Painkiller_(video_game) By default it also moves fairly slowly, but the player is strongly encouraged and almost forced to use bunny-hopping to gain extreme agility and speed. Most youtube LPs showcase this quite well. "Asylum" and "Snowy Bridge" are imo the highpoint l…

The Serious Sam games fit the DooM tradition, as well.

As do the Tribes games with their "skiing" mechanic.

Re: Coelacanth: Lessons from Doom (2010)

#7
re: how mod-friendly Doom was, Portal 2's simplified level editor (released 2012, after this was written) was pretty well-done--only exposed a tiny fraction of the things one could do, of course, but enough to build real puzzles, and with just enough default visual interest that the product didn't necessarily look awful.

http://theportalwiki.com/wiki/Puzzle_Creator

Of the user-made levels, it's surprising how many used the full level editor anyway--even though, as the post notes, building levels ain't quite as simple as it was in the Doom days. User-made level gallery:

http://steamcommunity.com/workshop/browse?appid=620&browseso...

Re: Coelacanth: Lessons from Doom (2010)

#9
post #4
post #3

> Doom is about “maneuverability as defense” > ... > There’s nothing quite like it today. There's one game i'm aware of: http://en.wikipedia.org/wiki/Painkiller_(video_game) By default it also moves fairly slowly, but the player is strongly encouraged and almost forced to use bunny-hopping to gain extreme agility and speed. Most youtube LPs showcase this quite well. "Asylum" and "Snowy Bridge" are imo the highpoint l…

The Serious Sam games fit the DooM tradition, as well.

Serious Sam can't compete on level design and art direction, though.

Re: Coelacanth: Lessons from Doom (2010)

#10
Interesting article. I played with making Doom levels back in the day and it wasn't exactly easy. The tools (DEU, DETH, etc.) were generally clunky DOS apps that resembled very simplified CAD programs. Documentation was non-existent or spotty at best, so you really had to spend a lot of time figuring out how to do simple things. It would easily take you months to ramp up and start building levels that were more complex than two rooms with a door (and even that was pretty complex to figure out the right line defs, sectors, actions, etc. to just make a door work!). This was before the web took off so you couldn't just Google for a Stackoverflow answer when you got stuck!

Duke Nukem 3D and the Build engine were pretty interesting for level creation. The game engine included the editor so you could actually drop into a mode where you walk through the level and directly modify textures, floor/ceiling height, etc. Was a very cool experience at the time.

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