John Romero has released his first Doom level in over two decades
gamasutra.com
gamasutra.com
I wish I had a chance to take game design classes with him now that he's a professor at my alma-mater (UC Santa Cruz), especially after seeing his walkthrough of Knee-Deep In The Dead on YouTube recently[0].
There are also a few videos where a guy does some live ROM-hacking on the original Zelda.
Maybe these granddaddy designers should get together for a few more games. In my opinion, the advent of linear, cinematic FPSes have ground design work in the genre to a halt. Nowadays, it's all about refining the core game loop and adding eye candy at the expense of broader level design and environmental exploration. Last year, I went back to play Duke Nukem 3D and it was as fun as ever; can't say the same for many of the FPSes that came out over the last decade.
These maps are much smaller than interesting FPS maps I remember from my childhood, but the principle is the same.
That is, complex geometry and architecture that seems like it wasn't just designed for the current mission; an open world that isn't full of doors that don't open and windows that don't break. I want a million functionally unnecessary ways to do things.
Modern games feel like the equivalent of sitting on an interstate highway and seeing where it takes you vs taking the twisty backroads where you can get lost and end up going in the wrong direction.
That said, a lot of the smaller/independent companies are producing really good games, but you really have to seek them out and avoid a lot of garbage there. For example I found Path Of Exile a couple years ago and it really quenched the modern take on a diablo style game.
In other words, this: http://i.imgur.com/BITmX.jpg
It's excellent. Not just the technical bits: all the textures perfectly aligned, lots of tight indoors/outdoors, etc., but how Romero uses just a few shotgun guys, pinky and imps for most of the damage. You don't need Cyberdemons everywhere or a hundred bad guys on screen at once, you can get by with clever teleports.
Quite a few times I fell back, hearing the teleports behind me, then realised I needed to fall back more because multiple stuff was coming from multple directions now.
I still didn't get the rocket launcher behind the monitor/poison symbol.
Mac users: I recommend Doomsday Engine, and the Doom High Res Texture pack: https://dl.dropboxusercontent.com/s/k67w2ezieodzmap/index.ht...
Where was this? I missed it altogether.
Here it is. You go down into the slime area accessed by the room with boxes. Stepping outside triggers a door beside the blue key, on the back of the elevator you just came down, to open/close. So step outside, allow the door to close then run inside and hit the switch.
The elevator to your left will descend and you can get the rocket launcher.
you spelled "reddit" wrong there.
Favorite add-on campaign: Whispers of Satan (http://www.paulcorfiatis.com/wos/HTML/wos_index.htm )
>My previous Doom levels were made in 1995 for The Ultimate Doom (e4m2, e4m6), so this is a warm-up.
Having corrected this, I am still moderately excited and slightly confused.
It works really well so far in the Doomsday Engine, which runs pretty great on my Macbook.
I'm late 20s and I played doom on DOS.