Sandy Petersen über Doom Classic – Mancubus macht Schweine Laute

Auf Reddit hat Gamedesigner Sandy Peterson (doomwiki) unter anderem über die Doom Entwicklung gesprochen (doomworld). Dabei ist es den Doom Archäologen mal wieder gelungen Neuheiten über Doom zu erfahren.

  • His level design process: Start with a sketch on paper, then come up with a theme (eg. exploding barrels, traps, house blueprints)
  • Mostly focused on the single player aspect of maps; other members of id were more focused on multiplayer.
  • Enjoyed experimenting and pushing the limits of the engine. Carmack would then have to change the engine to accommodate because the other designers would begin to push things too. Example: large outdoor „city“ maps.
  • Barrels ‚o Fun was fun to think up, and took a lot of setting up and testing to pull off.
  • „Downtown“ was the map that inspired the other designers to make more open „city“ map layouts. The buildings are based on the layout of the id office building at the time, which „looked like Satan’s Rubix Cube“.
  • If more time was available during Doom development, he would have liked to incorporate a game mode with both monsters and deathmatch.
  • Favourite Sandy map: Downtown. Favourite non-Sandy map: E1M1.
  • id hired a sound guy to do all the sounds for Doom. The Mancubus sounds are pig noises.
  • Didn’t enjoy Doom 3; „it basically killed Doom for me“. Hearing good things about the new Doom game.
  • E2M9 is designed to be best played from a pistol start. It was also his favourite map design-wise.
  • In-house id level editors were generally not finished until the game was done. During development they were constantly in a state of flux.

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