Happy 20th Doomsday Anniversary!!!

Open discussion about any topic, as long as you abide by the rules of course!
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: Happy 20th Doomsday Anniversary!!!

Post by obsidian »

losCHUNK wrote:John, Carmack and Carmack :D

Set up id2... do it, now.
Not going to happen, probably would end up terrible anyway.

Romero is a one-hit-wonder, he has trouble designing anything more complex than Doom's 2-D levels. He has since been making pretty shitty mobile games.

Adrian was fired from id Software and left the company on bad terms. He was forced to sell his ~40% stake in the company for less than the actual value, for which he sued id and probably settled outside of court. He's been largely MIA since, probably still kind of angry.

John Carmack is still the brilliant programmer and I'm sure he could write a spiffy brand new engine again, but I don't think his heart is in it anymore. He's moving on to other exciting things at Oculus and as the self-proclaimed unsentimental type, he probably won't be looking back.
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
SoM
Posts: 8489
Joined: Fri Dec 03, 1999 8:00 am

Re: Happy 20th Doomsday Anniversary!!!

Post by SoM »

we'll see JC again, but on mars ;)
[color=red][WYD][/color]S[color=red]o[/color]M
User avatar
Mat Linnett
Posts: 2483
Joined: Wed Apr 12, 2000 7:00 am
Location: The Grizzly Grotto

Re: Happy 20th Doomsday Anniversary!!!

Post by Mat Linnett »

Wasn't Romero responsible for quite a large chunk of Quake too?
User avatar
MKJ
Posts: 32582
Joined: Fri Nov 24, 2000 8:00 am

Re: Happy 20th Doomsday Anniversary!!!

Post by MKJ »

yes.
User avatar
Mat Linnett
Posts: 2483
Joined: Wed Apr 12, 2000 7:00 am
Location: The Grizzly Grotto

Re: Happy 20th Doomsday Anniversary!!!

Post by Mat Linnett »

But not Quake two.
Sorry.
losCHUNK
Posts: 16019
Joined: Thu May 09, 2002 7:00 am

Re: Happy 20th Doomsday Anniversary!!!

Post by losCHUNK »

obsidian wrote:
losCHUNK wrote:John, Carmack and Carmack :D

Set up id2... do it, now.
Not going to happen, probably would end up terrible anyway.

Romero is a one-hit-wonder, he has trouble designing anything more complex than Doom's 2-D levels. He has since been making pretty shitty mobile games.

Adrian was fired from id Software and left the company on bad terms. He was forced to sell his ~40% stake in the company for less than the actual value, for which he sued id and probably settled outside of court. He's been largely MIA since, probably still kind of angry.

John Carmack is still the brilliant programmer and I'm sure he could write a spiffy brand new engine again, but I don't think his heart is in it anymore. He's moving on to other exciting things at Oculus and as the self-proclaimed unsentimental type, he probably won't be looking back.
Aye, can't disagree. I didn't know Adrian was still on bad terms with the other Carmack, I thought Adrian became vocal around the time of the Zenimax sale and was dubious about the real reasons for giving up his stake in the company. He lost and thought he was kinda 'hohoho' about it.

Still though, we can dream (or atleast I can) :). They all get invited onto the Oculus team then the gaming world goes VR :up: :up:

Most of what I knew has been re-written by this anyway. Not sure you guys wanna check it out and tell me any inaccuracies ? :) -



Can't help but think when I watch something like that (the way its portrayed) why the board (or John Carmack) wouldn't give Tom a team because he wanted to work on Commander Keen instead of Doom, or why Romero couldn't get his own team and re-work something into the Quake engine whilst Carmack was completing Q3. He could've even invited Gabe into id when 'convincing' him to do HL1. id could have been a fucking powerhouse of gaming for decades complete with its own distribution.
Last edited by losCHUNK on Fri Dec 13, 2013 6:00 pm, edited 1 time in total.
[color=red] . : [/color][size=85] You knows you knows [/size]
User avatar
seremtan
Posts: 36018
Joined: Wed Nov 19, 2003 8:00 am

Re: Happy 20th Doomsday Anniversary!!!

Post by seremtan »

lol no. Gabe got to make better games than id for the last 12 years by going his own way
losCHUNK
Posts: 16019
Joined: Thu May 09, 2002 7:00 am

Re: Happy 20th Doomsday Anniversary!!!

Post by losCHUNK »

Well seeing as Carmack prefferred doing leg work I figured it wouldve made sense to make Gabe a board member and have him run the business :shrug:

Gabe wouldve been id, is what Im trying to point at.
[color=red] . : [/color][size=85] You knows you knows [/size]
User avatar
Eraser
Posts: 19177
Joined: Fri Dec 01, 2000 8:00 am

Re: Happy 20th Doomsday Anniversary!!!

Post by Eraser »

Not sure if we'd be better off then :)

I think id Software was too small to work on multiple games simultaneously. They really never had the philosophy of growing into this big multi-team business. I believe one of the reasons for Rage taking so long was that they weren't quite ready to grow the company much larger, while Rage development kind of demanded they did.
User avatar
GONNAFISTYA
Posts: 13369
Joined: Sun Jan 23, 2005 8:20 pm

Re: Happy 20th Doomsday Anniversary!!!

Post by GONNAFISTYA »

Eraser wrote:I believe one of the reasons for Rage taking so long was that they weren't quite ready to grow the company much larger, while Rage development kind of demanded they did.
Not sure if I agree with that.

Rage was not a "big" game with loads of features/environments/gameplay mechanics that would require a large team of over 100 people (even Skyrim and Fallout 3 were made with fewer people) As released, Rage could have been made by 10 - 30 people over the course of 2 years...as there really wasn't anything to it. You certainly wouldn't need a level design team larger than 4 or 5 people for what I saw in that game...probably only 3 or 4 tbh.

If Rage in fact REQUIRED a huge team, then all I can say is that id's project management is the worst in history.
losCHUNK
Posts: 16019
Joined: Thu May 09, 2002 7:00 am

Re: Happy 20th Doomsday Anniversary!!!

Post by losCHUNK »

Eraser wrote:Not sure if we'd be better off then :)

I think id Software was too small to work on multiple games simultaneously. They really never had the philosophy of growing into this big multi-team business. I believe one of the reasons for Rage taking so long was that they weren't quite ready to grow the company much larger, while Rage development kind of demanded they did.

Aye !, theres a few different ways it could have gone. I just like looking at the best outcome for everyone though :). Between DOOM and Quake 3 era I think id were swimming in money when compared to almost anyone ?. It wasn't until the run up to D3 that the cracks started showing I think, they could've bought or funded anyone though, you think ?. I think Tom was sacked/left after dooms success n all so could have easily found some extra change for a Commander Keen sequel :shrug:

I also thought the whole point of Zenimax takeover was to help id to expand n all and give them 2 teams to work on 2 games at the same time. Rage and Doom 4. I figured when the team from Rage who were working hard before the Zenimax takeover moved on to finish development on Doom 4 they decided to can it. Not too long afterwards Carmacks handing in his resignation and id are back to 1 team :(
Last edited by losCHUNK on Fri Dec 13, 2013 8:16 pm, edited 3 times in total.
[color=red] . : [/color][size=85] You knows you knows [/size]
losCHUNK
Posts: 16019
Joined: Thu May 09, 2002 7:00 am

Re: Happy 20th Doomsday Anniversary!!!

Post by losCHUNK »

This doesn't deserve to be at the bottom of the page either :)
GONNAFISTYA wrote:
Eraser wrote:I believe one of the reasons for Rage taking so long was that they weren't quite ready to grow the company much larger, while Rage development kind of demanded they did.
Not sure if I agree with that.

Rage was not a "big" game with loads of features/environments/gameplay mechanics that would require a large team of over 100 people (even Skyrim and Fallout 3 were made with fewer people) As released, Rage could have been made by 10 - 30 people over the course of 2 years...as there really wasn't anything to it. You certainly wouldn't need a level design team larger than 4 or 5 people for what I saw in that game...probably only 3 or 4 tbh.

If Rage in fact REQUIRED a huge team, then all I can say is that id's project management is the worst in history.
[color=red] . : [/color][size=85] You knows you knows [/size]
Don Carlos
Posts: 17513
Joined: Thu Jan 01, 1970 12:00 am

Re: Happy 20th Doomsday Anniversary!!!

Post by Don Carlos »

losCHUNK wrote:
obsidian wrote:
Not going to happen, probably would end up terrible anyway.

Romero is a one-hit-wonder, he has trouble designing anything more complex than Doom's 2-D levels. He has since been making pretty shitty mobile games.

Adrian was fired from id Software and left the company on bad terms. He was forced to sell his ~40% stake in the company for less than the actual value, for which he sued id and probably settled outside of court. He's been largely MIA since, probably still kind of angry.

John Carmack is still the brilliant programmer and I'm sure he could write a spiffy brand new engine again, but I don't think his heart is in it anymore. He's moving on to other exciting things at Oculus and as the self-proclaimed unsentimental type, he probably won't be looking back.
Aye, can't disagree. I didn't know Adrian was still on bad terms with the other Carmack, I thought Adrian became vocal around the time of the Zenimax sale and was dubious about the real reasons for giving up his stake in the company. He lost and thought he was kinda 'hohoho' about it.

Still though, we can dream (or atleast I can) :). They all get invited onto the Oculus team then the gaming world goes VR :up: :up:

Most of what I knew has been re-written by this anyway. Not sure you guys wanna check it out and tell me any inaccuracies ? :) -



Can't help but think when I watch something like that (the way its portrayed) why the board (or John Carmack) wouldn't give Tom a team because he wanted to work on Commander Keen instead of Doom, or why Romero couldn't get his own team and re-work something into the Quake engine whilst Carmack was completing Q3. He could've even invited Gabe into id when 'convincing' him to do HL1. id could have been a fucking powerhouse of gaming for decades complete with its own distribution.
Watched all 5 of those episode things - worth the watch
SoM
Posts: 8489
Joined: Fri Dec 03, 1999 8:00 am

Re: Happy 20th Doomsday Anniversary!!!

Post by SoM »

:up:
[color=red][WYD][/color]S[color=red]o[/color]M
Don Carlos
Posts: 17513
Joined: Thu Jan 01, 1970 12:00 am

Re: Happy 20th Doomsday Anniversary!!!

Post by Don Carlos »

MKJ wrote:Better still, Romero plays DooM and shares some secrets and trivia about the maps. Apparently, E1M1 was the last level designed & made.
90 minutes, so sit back.
http://www.ign.com/videos/2013/12/10/we ... ohn-romero
I don't remember Doom looking that good...?!
Don Carlos
Posts: 17513
Joined: Thu Jan 01, 1970 12:00 am

Re: Happy 20th Doomsday Anniversary!!!

Post by Don Carlos »

They've just cleared that up....
User avatar
Eraser
Posts: 19177
Joined: Fri Dec 01, 2000 8:00 am

Re: Happy 20th Doomsday Anniversary!!!

Post by Eraser »

I only watched the first two levels of that. Did they explain why there's a chaingun in e1m1? Or is that a secret I never knew about?
User avatar
MKJ
Posts: 32582
Joined: Fri Nov 24, 2000 8:00 am

Re: Happy 20th Doomsday Anniversary!!!

Post by MKJ »

I think it only spawns in MP, much like the BFG in map01 of Doom2.

Noob.
Post Reply