Classic Doom – Sources für DoomEd, Maps, unveröffentlichte Texturen

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[So sah der DOOM II Startraum von MAP01 mal aus! Ich war da eben drin]

Wir erinnern uns, John Romero hatte zuletzt alte Doom Sachen rausgekramt, worüber die Doom 2 Community, nebst mir, in Verzückung geriet (quakehaus).

Jedenfalls ging es am 22. April weiter mit sehr feinem Stuff. Romero hat diesmal hochgeladen:

– Sourcecode für DoomEd Editor für NEXTSTEP Computer (doomwiki)
– Mapsources von Original DOOM, The Ultimate DOOM, DOOM II alles im DWD Format inklusive Backups, Alpha-Beta Maps und unveröffentlichten Maps (Bilder facepunch)
– Ebenso unveröffentlichte Doom Texturen (Bilder doomworld)
– Doom Print Tool (Bild doomworld)

Original Upload: archive.org/2015JohnRomeroDoomDump
Sortierte Files: DoomEd.zip, doom-maps.zip, doom-textures.zip
Cleaned-up converted WAD of early (July 1994) Doom 2 maps: d2temp.zip
[Topic dazu siehe doomworld]

John Romero ist einfach der geilste Typ auf der Erde. Ich weiss schon wer sich mit mir freut. Toxe bekommt was für seine Doom Alpha WAD Sammlung :D

Okay also mal Forscher gespielt. Problem an den vorliegenden Maps, sie liegen im DWD Format vor. Aber jemand hat das bereits konvertiert in lesbare WADs. Ich empfehle mal die erste Map von Doom2 zu spielen. Downloaden d2temp.zip, die cleanse nehmen und mit einem Clienten und der bekannten doom2.wad öffnen um sich mal den alten Startraum anzuschauen. Der neue Gang ist witzig. Texturen sind teilweise anders. Dann sind da diese Doom2 Extramaps, Mapfragmente, vier Stück, eine ist superdunkel, eine hat nur Schalter und einen Fahrstuhl und eine ist grösser und wirkt wie eine Multiplayer Map. Die vier hatte ich einfach mit Doombuilder 2 geöffnet trotz Fehleranzeige. Ich warte jetzt einfach mal ab was noch so alles entdeckt wird im doomworld Topic.

Update:
Linguica mit Map-Gifs von Doom2, Episode 1, Alpha/Final im Vergleich (doomworld)

MAP01: Entryway

Romero spielt und kommentiert Arcadia Demand

Vor einem Monat hatte Romero Doom 1-Episode 1 gespielt und kommentiert, in der Serie „Devs Play“ mit JP LeBreton. Von dieser Session ist jetzt ein Bonus bzw. ein Nachschlag erschienen. JP hatte nach Bioshock 2 Veröffentlichung eine Doom Classic Map gebaut die den Spirit von Bioshock 1 einfängt. Diese Map hatte damals sogar einen Cacoaward gewonnen. Romero spielt Arcadia Demand. Mir hat das Video gefallen, Dauer circa eine Stunde. Map Download doomworld/arcadia.

Romero spielt und kommentiert Doom 1 (Double Fine)

JP LeBreton vom Entwickler Double Fine (wiki) hat John Romero für das Video Special ‚Devs Play‘ besucht. Romero spielt durch Doom 1 Episode 1 und kommmentiert. Das Special ist unterteilt in zehn Videos a 15 Minuten.

Ist dieses neue Video Special besser als das ign Playthrough (youtube) mit Romero von 2013? Nach Anschauen würde ich sagen, es ist anders, vielleicht genau so gut. Must see für Doomer sowieso. Meine Befürchtung das es nur eine Kopie des ign Specials sei, ist nicht eingetreten.

Die ersten Parts sind noch was tranig, doch es wird immer besser und steigert sich. Video Feature ist gut nachgeschnitten, denn wird über Themen, Begriffe oder andere Spiele gesprochen, gibts dazu stets eine kleine Info auf dem Schirm oder auch schon mal eine Szenen Einblendung. Dieses Feature ist sicherlich liebevoll und aufwendig gestaltet. Und LeBreton als Leveldesigner und Programmierer kennt Doom Classic ziemlich gut.

Themen
Leveldesign, Texture Alignment, Lichtsetzung, Editor, detaillierte Decken und stärkere Wege Lichtführung in Quake 1 und sowieso viele Vergleiche / Unterschiede zwischen Doom und Quake, Spieler Wirkung, Sound Pipes, BSP Tree, unverwirklichte Idee von Visual Trigger, (neues) Konzept von Keyboard & Maus stammt aus Wolfenstein, Rocketjump, Game Speedruns, Prey / Raven / Human Head, Spielergeschwindigkeit, Daikatana für Linux / OSX dank Source Code, id Software hätte jetzt alle Source Codes der Commander Keen Spiele von Romero erhalten und id arbeite an einer Umsetzung (obs stimmt?) usw.

Bei Part 1, der Einführung, wurde mit Chocolate Doom gespielt. Ein aktueller Port der ein Retro Doom will, daher das Bild Tearing. In der Einführung wird bisschen Episode 4 gespielt. Part 2 startet dann mit der ersten Episode, wie im ign Special. Romero spielt wie immer mit Doomsday Port; die Community spielt mehrheitlich mit ZDoom Ports behaupte ich.

Romero mit unveröffentlichtem Doom Material

Zum 21. Geburtstag von Doom hat Romero in seinem Fundus gekramt. Für Doom Fans eine Sensation was es zu sehen gibt aus 1993/1994. Nicht verwendete Texturen (Büsche, Schilder, Hintergrund), Scans der Modelle, Proto Typ der Skulls und BFG, alternative blutige Sterbeanimationen von Marine und Pinky, Proto Boxart/Logo/Font, Sketches, Spiderdemon hatte eine magische Attacke, Konzept der Patronen Hülsen wurde nicht implementiert, Pinky Demon hat Dinosaurier Beine. Freut mich tierissch das alles zu sehen. Ich hoffe genau sowas kommt irgendwann mal für Quake 1. (doomworld)

News von mir auf englisch auf esreality.

John Romero und id Software erinneren sich an QTest Veröffentlichung

QTest hat nun auch schon wieder 14 Jahre auf dem Buckel. QTest war damals nur der Multiplayer, doch mit Tricks liessen sich auch Monster dazuschalten die im Programmcode steckten.

Der Quake 1 Multiplayer enthielt damals schon alles, was einen modernen 3D Shooter ausmachte. Übrigens, Quake World & Bunnyhopping hielt erst später Einzug in den Multiplayer.

John Romero
erinnert sich auf seiner Seite an das Erscheinen der QTest Version.

Bethblog
bietet aktuelle Statements von id Software Mitarbeitern an zum damaligen Erscheinen der QTest Version.


Fourteen years ago today, the pioneering developers at id Software released QTest, the first public beta of the original Quake.

Contained within a massive 4.1mb package, QTest served as the first glimpse of many groundbreaking gaming features that we now take for granted. Realtime 3D graphics, mouselook support, built-in TCP/IP multiplayer; Quake ushered in an entirely new era of shooters, and we’re still feeling the aftershocks.

To mark the occasion, I asked the guys at id to share some of their memories of February 24, 1996. Read on for comments from John Carmack, Tim Willits, and more — along with a few stories from the team here at Bethesda.

John Carmack, Co-founder and Technical Director, id Software:

We were watching a live online chat when the upload went live.  When the first person got it, there was a great clamor for reports about what it looked like.  Unfortunately, one of the first things reported was “There is a turtle in the corner of the screen.”  I had a check in the code to draw that icon as a sign that you were running at 10 frames a second or less, so you should reduce quality settings to get a more playable experience.  Quake was one of the first PC apps where floating point performance was a critical factor, which meant that Intel’s Pentium processor had a huge lead over the competing AMD and Cyrix processors of the time, which had FPUs that were more similar to the 486.  A lot of systems weren’t really up to it.

We eventually removed the “turtle check” from our games, because some people felt that we were insulting their systems, but there was also an interesting effect that was a product of the times — we found that a lot of people would crank up the resolution until the frame rate dragged down to about 10 fps, regardless of their CPU speed.  Competitive gamers may disbelieve this, but for players that were more interested in the then-novel experience of exploring a modeled virtual world, getting the visual fidelity up above 320×200 resolution was important enough to make the game only barely-interactive.  Most people had to wait a bit longer for glQuake and the 3DFX Voodoo to start getting the best of both worlds.

Tim Willits, Creative Director, id Software:

I don’t personally have any good stories about releasing Qtest. I was too nervous to really enjoy the experience.I did like kicking everyone’s ass online in Quake before I was quickly bypassed in skill by any self-respecting Quake player.

Pat Duffy, Lead Artist, id Software:

I was 2 months out of college, attempting to make a living with an art degree. I had played Doom before, having discovered it hidden on a server in the college computer room, but it was Qtest that set me on the path to becoming a video game developer. I had landed my first job as a graphic designer and was working late hours when Robert told me I had to stop everything and go over to see Qtest. I didn’t know what it was, but when he said it was by the Doom guys I was on my way.

I remember sitting there looking around in-game after he loaded it up, I didn’t care about the networking model he was talking about, I just couldn’t believe how big a visual leap had been made from Doom (and everything else out there). While he began to dig deeper into what id was doing I kept looking at the game, walking around, shooting the walls, and being amazed by the lighting, art, and 3d rendering. I knew right then that this is what I needed to do with my life…and nowhere but id Software would be an acceptable studio, these guys KNEW what it was all about.  It took me 5 years to get my foot in the door at id, and every day since then has been another day at my dream job, working with some of the most talented people in the industry…all thanks to Qtest.

Adam Pyle, Community Manager, id Software:

I was seventeen years old, an avid fan of id Software and NIN.  Before the release of QTest there had been preview coverage in gaming magazines that piqued my interest, which made me keep my eye glued to any news coming out of id.  The day of its release became the start of a passion yet to be matched within my gaming universe.  I found the unique blend of tech and gothic themes and the unparalleled detail within a 3D world to be mesmerizing. But it was perhaps the soundscape that took me in like no other.

William Shen, Associate Designer, Bethesda Game Studios:

Looking back, seeing the NiN logo on the box of nailgun ammo for the first time is my sharpest memory. I think there’s something definitively 1990’s about all that. Quake and NiN. It was like a revolution of young male nerd anger. Also, Quake dude had an axe. A bloody axe. That’s hardcore.

Jason Bergman, Senior Producer, Bethesda Game Studios:

What I remember most about the release of QTest was the anticipation behind it. It was going to be INSANE. There had been some screenshots released, but really, there was so much we didn’t know. The community that had sprung up around Quake (well before its release) was enormous (or at least, it was by our standards at the time). People were waiting for QTest not just to play it, but also to start hacking it and working on level editors and other utilities (this was long before games shipped with modding tools, so people had to write their own).

It was really exciting to be part of that community. As a huge fan of Doom, and a fairly active member of the burgeoning Quake community, I was constantly refreshing sites like Blue’s Quake Rag (now Blue’s News), Redwood’s Quake Page (sadly defunct) and sCary’s Quakeholio (now Shacknews) for the latest news. When it was finally released, I was hanging out in the Java chat room on a site called Aftershock (run by Joost Schuur, who moved on to work at GameSpy fairly early on and has been there ever since). John Romero (THE John Romero!) hopped on the channel and announced that it was out.

I downloaded it as soon as I was able to get through to an FTP site (probably either CDROM.com or one of its many mirrors), rounded up some guys in my dorm and we played deathmatch for many, many hours. For a test release, there was a LOT of content in that thing…awesome weapons like the nailgun, full 3D graphics (!) and an early version of one of the greatest deathmatch levels of all time (DM2 forever!).

A lot changed between QTest and and that initial retail version of Quake, and I guess it probably seems quaint to people who are used to the constant stream of news over Twitter and the many big gaming sites these days, but the release of QTest was huge for the community back then. And those guys who couldn’t wait to start hacking the game? They’re now a Who’s Who of the gaming industry, and you’ll find their names in the credits of games like Modern Warfare 2, Left 4 Dead, Borderlands, Gears of War…pretty much any of the major shooters from the last few years (including subsequent games from id). The Quake community was tightly knit and very, very motivated. It was a pretty unique time in the gaming industry.

Also the game was awesome. Did I mention that?

Gepostet via Bethblog.com