Earlier quoted context omitted.
The Serious Sam games fit the DooM tradition, as well.
There is a critical gap between the sensibilities of Doom/Quake/Duke and Painkiller/Serious Sam: level flow. The latter camp is in varying degrees a series of rooms you get locked into as enemies spawn in waves. The former involves navigating a highly varied environment as you attract the attention of pre-existing enemies. Sure, on the avatar scale, they play at a similar level. The environments are what really set t…
Coelacanth: Lessons from Doom (2010)
51–56 of 56 posts
Re: Coelacanth: Lessons from Doom (2010)
#52Re: Coelacanth: Lessons from Doom (2010)
#53Earlier quoted context omitted.
There is a critical gap between the sensibilities of Doom/Quake/Duke and Painkiller/Serious Sam: level flow. The latter camp is in varying degrees a series of rooms you get locked into as enemies spawn in waves. The former involves navigating a highly varied environment as you attract the attention of pre-existing enemies. Sure, on the avatar scale, they play at a similar level. The environments are what really set t…
Painkiller sometimes does that, but other times it gives you levels like Docks, where as much vertical traversal is expected as horizontal: https://www.youtube.com/watch?v=5-0yJ2V41Jk
Re: Coelacanth: Lessons from Doom (2010)
#54Earlier quoted context omitted.
Painkiller sometimes does that, but other times it gives you levels like Docks, where as much vertical traversal is expected as horizontal: https://www.youtube.com/watch?v=5-0yJ2V41Jk
I'll happily agree that Painkiller has some more variation then SS, but on the whole it's much more focused with wave-based arenas. This isn't a knock against Painkiller at all, it's a favorite of mine - yet it's still a bit inaccurate to regard it as classical level design.
Re: Coelacanth: Lessons from Doom (2010)
#55Earlier quoted context omitted.
Well, there was a definite rocker component to their actions, something possibly not compatible with the idea of programming idol. At least the number of times breaking keyboards was mentioned was quite high ;).
> compatible with the idea of programming idol I think I missed the meeting that established the criteria for a "programming idol" :P The guys back in the old id were rockstars - plain and simple. They were trailblazing an entire new industry and setting a lot of firsts. Now that the gaming industry is more "mature", the major players are more relaxed, trying to show their artistic side, and no one's smashing keyboar…
Re: Coelacanth: Lessons from Doom (2010)
#56Earlier quoted context omitted.
Well, there was a definite rocker component to their actions, something possibly not compatible with the idea of programming idol. At least the number of times breaking keyboards was mentioned was quite high ;).
> compatible with the idea of programming idol I think I missed the meeting that established the criteria for a "programming idol" :P The guys back in the old id were rockstars - plain and simple. They were trailblazing an entire new industry and setting a lot of firsts. Now that the gaming industry is more "mature", the major players are more relaxed, trying to show their artistic side, and no one's smashing keyboar…