But it was only known by Macintosh gamers at the time.
In which ways I feel Marathon was better:
- better light effects
- ability to look up and down
- secondary effects on various weapons
- deep story (done through interactions with computer terminals)
- variety in physics based on levels and weapons (e.g. grenade launcher) is affected by physics
- having to deal with oxygen depletion in some levels
- some AI that aids you (defense drones that support your fight against the aliens)
- more variety in level objectives (e.g. prevent humans from being killed by aliens)
- more comprehensive multiplayer (I believe Doom supported 4 players; Marathon supported 8 - Marathon has more types of multiplayer games than just Deathmatch).
I think Jason Jones [0] was probably at an equal level as John Carmack at this point in his career.
A deeper comparison between the 2 game engines can be found here: https://www.doomworld.com/forum/topic/78805-marathon-vs-doom...
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It would be fun to see a graph with sales stats of NE2000 clones around that time. They were the cheapest Ethernet expansions boards at the time, and one of the few that Doom supported.
- Commander Keen (smooth scrolling)
- Catacomb 3D/Wolfenstein 3d (pioneered ray casting on PC)
- Quake (introduced full 3d worlds)
[1] https://en.wikipedia.org/wiki/The_Terminator:_Future_Shock
First generation 3D games were kind of a mess IMO. They usually hadn't figured out the controls yet and polygon counts were so low I always thought they looked worse than sprite based games. It isn't a surprise to me 2D-sprites hung around for awhile. Billboard sprites are still a pretty good/cheap choice for symmetrical things like explosions.
[0] https://www.dfworkshop.net/introducing-daggerfall-scout/
Nothing was like Doom when it came out. It was shockingly, impossibly smooth.