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Do you feel like Doom as a franchise is headed in a good direction? If you were in charge of iD today, what would their next project be?

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1.-Any plans for a Doom 2 Megawad in the future?

2.-What kind of portrayal should be the best for Doomguy: an untouchable 'god-like' demon slayer, or just a regular marine in the wrong place at the wrong time?

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My question(s) to him would be more about the lifestyle of his time at id Software during the development of Wolfenstein 3D, Doom and Quake.

 

What was the office vibe like back then? How did the day to day operations go while working on your games? Is there anything you really miss about those years you and the original team spent making some of the greatest games of our lifetime?

Edited by Nevander

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what are his opinions on the new games?

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3 hours ago, Reelvonic said:

If two trains are traveling toward one another, with 120 miles in between them, while train A is traveling 30 mph and train B is traveling 60 mph, how long until they collide? 

BTW: The combined rate of the two trains is 30 + 40 = 70 miles per hour. Therefore 1 hour before they meet the must be 70 miles apart (in the final 1 hour they will cover 70 miles to meet).

 

I totally Googled that...
 

Edited by Dubbag

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25 minutes ago, Dubbag said:

BTW: The combined rate of the two trains is 30 + 40 = 70 miles per hour. Therefore 1 hour before they meet the must be 70 miles apart (in the final 1 hour they will cover 70 miles to meet).

 

I totally Googled that...
 

 

Wrong, their individual speeds are 30 and 60. They are at 90 miles per hour, and since there are 120 miles between then, there is 1 hour and 20 minutes before impact. You are correct in that the effective speed is the sum of the individual speeds, since they are travelling toward each other; if they were travelling in the same direction, the effective speed would be the fastest minus the smallest.

 

120 miles divided by 90 miles per hour is 1 hour and 20 minutes (1.3333 hours, or 4/3rds of an hour). The impact point is closer to the train that moves slower, since it will be closer to its own starting point than the other train at any given point in time after start; in this case, the 30 mph train will have travelled 40 miles, and the 60 mph train will have travelled 80, which means two-thirds of the track section between both trains' starting points will be covered by the 60 mph train, with the other third being covered by the 30 mph train.

 

But you imperial heathens cannot derail the thread. Nor the trains. I won't let you.

Edited by Gustavo6046

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2 minutes ago, Gustavo6046 said:

 

Wrong, But you Imperial heathens cannot derail the thread. Nor the trains. I won't let you.

I just copied and pasted it. So I have no idea honestly lol.

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he is also credited as a coder in the credits but i cant for the life of me find what did he code exactely everytime i try to search i just see people talking about carmack

so thats my question what parts of doom did he code?

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I think we have enough questions. I'm not sure if this Q&A will appear in the WADazine, but rest assured Romero will answer the questions.

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9 hours ago, CyberHog said:

 

That was not my intention honestly, but I know some musicians start to hate their biggest hits after playing them live 5000 times and everyone only wanting to hear them. Is it the same for video game creators?

 

Hideo Kojima for example wanted to "get out" from making Metal Gear Solid games long before he did.

 

If it come across as dark or mean then of course don't ask it. But it could be an interesting thing to ask/discuss about if you word it right.

 

Reminds me on "I am not Spock" and later "I am Spock" .

 

So it is not a bad Question, but should be delivered in a Way that doesn't gives a Feel of "blaming".

I mean, there is nothing bad about having one Hit/Role/Game People love you for.

 

(but it seems like hes feeling good about it)

 

8 hours ago, Dubbag said:

How about this? How proud is he that a game he made 27 years ago is still so well loved that it feels like it's still brand new? Maybe it's just me but Doom never ages IMO.

 

Thats true.

Has a really good Formula.

I compare it Super Mario World.

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Q. Before the question, just want to say we love you John!

 

Anyways, have you started work on Doom 2 2 (or unofficial sequel for Doom 2 like Sigil was for Doom)? If so, would you be comfortable giving a rough ETA of when you think we might see it? Thanks :-D

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I'd like to know if he has any unreleased maps.

 

Surely he must have a few sitting around on his computer, either unfinished or just old maps that need polish. The problem with that question is that if he says 'yes' then he may get more than he bargained for. Just imagine the constant pestering he would receive to release them.

 

I am genuinely curious though because he must have some gathering dust somewhere. I would be more interested in the older ones, history behind them et-cetera.

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What's the story of the unusual color choice for player 2 (indigo) in Doom's multiplayer?

During the development of Doom, was the Spectre always going to be shaped like Demon? Were other partially invisible monsters considered?

In E1M7's chaingun secret, there's a single armor bonus in the corner of the toxic pool which seems out of place. Was there going to be a secret door similar to the ammo clip one in E2M5's toxic tunnel?

Most impressive user WADs of 1994?

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Whatever happened to that project with Adrian Carmack that had a Kickstarter that got pulled out like a day later?

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45 minutes ago, Vic Vos said:

Whatever happened to that project with Adrian Carmack that had a Kickstarter that got pulled out like a day later?

 

Yeah, that's definitely something he needs to address at some point. Blackroom's Kickstarter was canned just 4 days after it was launched. It's been 2-3 years now and we still have no idea as to why that happened.

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My question would be "How did all of your work on Doom influence you in your future work beyond that point, in terms of design philosophies, ideas, creativity etc etc?"

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No real question but...

it would be cool if he could give some trivia about the creation process of his map entries in DoomII and his thoughts on the whole mapset in general.

 

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Q: Thoughts on demo compatibility and ports fixing various vanilla bugs.

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Do you still Deathmatch in Doom or Doom2?

If so, how often?

Edited by Mr.Rocket

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2 hours ago, _bruce_ said:

No real question but...

it would be cool if he could give some trivia about the creation process of his map entries in DoomII and his thoughts on the whole mapset in general.

 

 

I regret that I have but one upvote to give this post.

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What are Pain Elementals made of? As in their sprites. I know they're a recolored Caco with arms and horn plus a big goofy eyeball, but what exactly does it take to create the Frankenstein creation they are?

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