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“Dr. Sleep”


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Welcome to Doomworld! Sadly, there aren't a whole lot of Dr. Sleep maps when compared to other level designers here, but yes, he did create were some really great maps. For the time, most fan made levels were really simplistic and ugly. They were usually super boring as well. Dr. Sleep's maps were really great looking. He had competent layouts, great texture choices, and very good looking lighting. These aspects were generally ignored at the time for a few reasons; editors were terrible and hard to work with, most people making maps were juveniles, the internet was limited, so it was difficult to get feedback from others, and other the main games, there weren't any traditions or classics to follow or be inspired by. But again, for whatever reason, Dr. Sleep's levels play and look great. He really was the writer of the classics, so to speak. According to his Doomwiki page, @Kaiser and @pcorf are big fans. Those two are legends in their own right and there's many more who are inspired by Mr. Anderson's works, myself included. I like to copy his style of detailed lighting in my own wads especially. Hope this helps!

Edited by Dusty_Rhodes

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He has been very influential, both through his levels and also through the manual he wrote for Doom Builder (a reference work that is now outdated, but which was quite useful and heavily recommended when it was relevant). The abridged gist can be found on the wiki: https://doomwiki.org/wiki/John_Anderson_(Dr._Sleep)

 

For the long version, you could perhaps get @Not Jabba or @Demon of the Well to write a full essay. :D

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@Dusty_Rhodes .. “But again, for whatever reason, Dr. Sleep's levels play and look great.“

 

This is what I’m interested in finding out.. the “for whatever reason” part. I’m extremely unfamiliar with the world of game design (let alone in the 90’s), so I’m having difficulty understanding how he conceived and then executed some of his ideas. Would it have been sort of like computer programming? 

Edited by fluxParameters

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6 minutes ago, fluxParameters said:

“@Dusty_Rhodes .. “But again, for whatever reason, Dr. Sleep's levels play and look great.“

 

This is what I’m interested in finding out lol the “for whatever reason” part. I’m extremely unfamiliar with the world of game design (let alone in the 90’s), so I’m having difficulty understanding how he conceived and then executed some of his ideas. Would it have been sort of like computer programming? 

No, not quite. Map design takes solid knowledge on the level editor. Most of the map making process is closer to making a drawing. From a 2D plane, you lay down lines which make sectors. Sectors are where the player walks and fights in. It's very simple, especially with modern editors that are excellent. The "whatever reason" is probably just invested effort. It seems like Dr. Sleep just put a lot of work in to make sure his textures are aligned, his lighting is contrasting, and his monster placement is fun to engage in. I think Dr. Sleep just had a love of making worlds to place the player in - and taught himself how to do well at it.

 

As for the conception process, I have no solid facts. He could have made doodles with pen and paper (I often do) and then tried to flesh them out in the editor. His levels feel very fleshed out and thought - through, so he probably just didn't half ass his maps, if you'll excuse my French. I think all in all, Anderson was just a talented designer that loved making levels.

Edited by Dusty_Rhodes

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I also love his levels! He was also a really nice guy, in the 1990s when he sent me a bunch of gear including signed John Romero stuff for Daikatana and some Doom items. I believe he was working on Kingpin around that time.

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@Dusty_Rhodes that’s very interesting. My father-in-law used to map back in the 90’s and said that if he had made one like my dad’s (John Anderson) that it would’ve taken him a lifetime to do so. I’m not sure how accurate that is but it sort of gives me a glimpse into how his mind may have worked, since I’ll sadly never get to know him personally. I’ve never been much of a video game person but I’m trying to learn more about the design aspect of it so I can genuinely appreciate his work. 
 


 

@Captain Keen wow that’s really cool. So you’ve actually spoken to him in the past? 

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He definitely deserves his place in Doom history as a pioneering legend. They showed a care and attention to detail that at the time, while not completely unheard of, was still relatively uncommon, and were part in setting the standards of quality that authors today draw inspiration from.

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I'm a big fan of Anderson's mapping, he actually inspired me after playing his maps.

Also, instead of being an average Pistol start fan, he was an Average Shotgun Start enjoyer, that give him +100000000000000000 points.

I remember how mindblowing was the first time I played one his maps and looking a Shotgun just on the start, and hes the primary reason why a play mostly with Shotgun only.

 

Spoiler

Reject Pistol Start, embrace Shotgun!

 

Edited by Herr Dethnout

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Dr Sleep! His doom maps were some of the first custom made levels that I really enjoyed. I had the pleasure of chatting with him in email a few times years ago when he was first picking up Doom Builder and he started writing a guide for it. Unfortunately I no longer have those emails and the provider has been defunct for years now.

 

He also worked on levels for Blood, Daikatana, Unreal and Kingpin.

 

https://doomwiki.org/wiki/John_Anderson_(Dr._Sleep)

 

He was also working on a map called Lethe or Waters of Lethe but it was never released.

 

[edit] Here's a page of info from his site that's on the Wayback Machine archive..

https://web.archive.org/web/20090427111919/http://drsleep.newdoom.com/about.shtml

Edited by Doom_Dude

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For the small amount of maps he created, he had a very high level of impact and influence on the community. To put things into layman's terms:

 

-He was simply more knowledgeable than most mappers at the time.

 

-He obviously looked at mapping as a kind of "art" as to where most people looked at it as dumb fun. His maps had high concepts.

 

-He put a lot of thought into how his maps looked on a visual level, instead of the usual thrown-together look you'd get from most maps of that era. His maps had a professional look and feel to them.

 

You could get into a discussion about his technical knowledge, but the most important thing is that he took mapping very seriously compared to most people back then. He also had a cool name.  A true legend. To put things into perspective, every mapper here with a lick of experience, and the majority of players, know who he is.

Edited by TheMagicMushroomMan

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16 minutes ago, Herr Dethnout said:

Also, instead of being an average Pistol start fan, he was an Average Shotgun Start enjoyer, that give him +100000000000000000 points.

 

Oh yes. I will never understand the pistol start mentality. "I am going in to single-handedly take on the legions of Hell. Let me just take my trusty pistol, I am sure I will find more weapons along the way!" Got to admire the guy's optimism I guess?

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49 minutes ago, fluxParameters said:

@Dusty_Rhodes that’s very interesting. My father-in-law used to map back in the 90’s and said that if he had made one like my dad’s (John Anderson) that it would’ve taken him a lifetime to do so. I’m not sure how accurate that is but it sort of gives me a glimpse into how his mind may have worked, since I’ll sadly never get to know him personally. I’ve never been much of a video game person but I’m trying to learn more about the design aspect of it so I can genuinely appreciate his work.

A noble goal I think. Like I said, the editors were just awful then, so he took it quite seriously and made professional - level stuff. If you ever end up playing Doom, I definitely recommend his levels, especially the map from Episode 4 of Doom.

@TheMagicMushroomMan man put it much more succinctly than I did. Glad you posted here, and again, hope this helped.

 

Just now, Murdoch said:

I am sure I will find more weapons along the way!

OSP, a Metal Gear reference would be serviceable here.

 

Edited by Dusty_Rhodes

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55 minutes ago, fluxParameters said:

wow that’s really cool. So you’ve actually spoken to him in the past?  

 

Yep! Wayyyyy back in the day. I was very sad to hear about his passing. Seemed to be a truly genuine and humble human being, and a great level designer on top of that.

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Just now, Murdoch said:

 

Oh yes. I will never understand the pistol start mentality. "I am going in to single-handedly take on the legions of Hell. Let me just take my trusty pistol, I am sure I will find more weapons along the way!" Got to admire the guy's optimism I guess?

Or even worse, people who do Tyson runs: "Who needs weapons when I have my good old fists and berserk pack?"

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Dr. Sleep's style always stuck out to me, and I think that he was underappreciated in his own time to an extent, but obviously plenty of mappers, past and present, drew inspiration from his stuff.

 

I wanted to do conversions of some of his maps for the GEC Master Edition project, but someone else beat me to it :)

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I remember playing Crossing Acheron after seeing it featured on the Top WADs list for 1994. It really inspired me when it came to making my own map for The Ultimate Doom back in 2011.

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I've not been here nearly as long as some of the guys here, but I played Master Levels a while back and to be honest most of them weren't that good by modern standards. The heavily exception were Dr Sleep's, if they were released today they would be praised but the fact they made so long ago with such basic tools is amazing.

 

@fluxParameters I know you said your not a gamer but if you ever want to walk through his work, pretty much anyone here could show you how to play with no monsters and/or how to skip through walls like a ghost if you don't like puzzles. Just go for a stroll. Only a suggestion mind, not trying to convert you into one of us! 

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Always fan of his maps, especially the master levels (Geryon, Minos and Vesperas).

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Dr Sleep's Doom mapping career may have been rather brief, but his work in the mid-to-late 90s was no less influential and ripples through the community's output today.

Edited by Biodegradable

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Of all the designers working in the same era, he was certainly among the more talented, worthy of the title of "Master" in 95. kmxexii, a Doom custom levels reviewer, has a whole series of write-ups on his levels. It might be what you are looking for.

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@Wyrmwood I’m somewhat interested in trying to design my own map, to be honest with you. I’ve played a few of his levels on Doom II and thoroughly enjoyed it. The night sky above the starting room in “Minos’ Judgement” really caught my attention. It just makes me wonder how he created it. Is designing levels in the same style as the classics still a ‘thing’ today? I’d like to give it a shot if so. 

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@A Nobody “It'd be great if he's still around.“

 

He passed away in 2018, unfortunately. I just recently found out about our connection, wishing that I would’ve been able to meet him at least once. Maybe in another life. 

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Personally, I found the best way to really appreciate his skill at level design, was to play his original two wads, Dante's Gate and Crossing Acheron, and comparing them to other community work from the same era. I had my brother play them, and he couldn't even tell they were fan levels, to him they were indistinguishable from official ones. I myself felt that way  when first playing Master Levels, albeit the PS1 versions. At that time, I didn't know that TNT, Plutonia and the Master Levels were all made by outsourced people, and Dr Sleep's levels in particular felt special amongst that batch.

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46 minutes ago, Devalaous said:

Personally, I found the best way to really appreciate his skill at level design, was to play his original two wads, Dante's Gate and Crossing Acheron, and comparing them to other community work from the same era. I had my brother play them, and he couldn't even tell they were fan levels, to him they were indistinguishable from official ones. I myself felt that way  when first playing Master Levels, albeit the PS1 versions. At that time, I didn't know that TNT, Plutonia and the Master Levels were all made by outsourced people, and Dr Sleep's levels in particular felt special amongst that batch.

 

That‘s a very good way to distinguish the quality of his work. I may need to see some amateur levels of others created around the same time to really get a feel for what he was accomplishing. 
 

Now, I’m curious to know how his levels stack up to the official ones of the time. Any thoughts? 

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1 hour ago, fluxParameters said:

@Wyrmwood I’m somewhat interested in trying to design my own map, to be honest with you. I’ve played a few of his levels on Doom II and thoroughly enjoyed it. The night sky above the starting room in “Minos’ Judgement” really caught my attention. It just makes me wonder how he created it. Is designing levels in the same style as the classics still a ‘thing’ today? I’d like to give it a shot if so. 

 

It certainly is, a lot of guys on here prefer more classic style. I've only made some small maps myself, purely for my kids to play so far but it's not that hard (the basics I mean, how hard actual design is probably based partly on natural artistic ability x practice ). That sounds a great idea, check out the Editing forum for quick start guides, I'm sure their are loads of people there who'll help you if you have problems. Look forward to trying your level/s one day, it seems to me artistic talents can be genetic thing, you may be a natural!

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On 11/4/2022 at 2:57 PM, Wyrmwood said:

 

It certainly is, a lot of guys on here prefer more classic style. I've only made some small maps myself, purely for my kids to play so far but it's not that hard (the basics I mean, how hard actual design is probably based partly on natural artistic ability x practice ). That sounds a great idea, check out the Editing forum for quick start guides, I'm sure their are loads of people there who'll help you if you have problems. Look forward to trying your level/s one day, it seems to me artistic talents can be genetic thing, you may be a natural!


Thanks for the encouragement and for pointing me in the right direction, I’m looking forward to giving it a try. From what I’ve heard about John (from those who knew him well), we have a lot of shared interests and similarities. I’m curious to find out if design is another one. 

Edited by fluxParameters

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I loved Dr Sleep's maps in the master levels. They are the ones I'm most fond of and the ones I still remember today ever since I played them some 20+ years ago. His architecture and use of deep shadows, as well as the atmosphere, were striking and beautiful. And even though he was using default textures, his maps still looked unique and felt fresh, where as all the other maps in the master levels just looked like more standard Doom 2 stuff. His were also the first maps I saw that had a night sky, which back then I thought looked incredible. Gameplay was also much more well-rounded and exciting and way above the other maps at the time.

 

I only got into mapping for Doom 2 in the past couple of years, but he is definitely one of my big inspirations.

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