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How did Adrian Carmack come up with FIREBLU???


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Is there anything known about how Adrian Carmack came up with such a texture? Like the rest have some sort of method to their madness, but how does one come up with something like FIREBLU?? What kind of shrooms was our boy Adrian on when he made that thing?

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Doom on mushrooms is a very interesting experience, at least in deathmatch. I’ll never forget how I could feel where the other players were to the point it was almost scary how easy it was to deal with them. It was an insane experience. It was on Zandronum classic DWANGO DM server too. 
 

Oh, this was about FIREBLU? Forgive me. What I meant to say is he very likely was inspired by depictions of hell from the Bible, where the blue is actually sulfur. Sulfuric infused volcanos have what looks like blue lava, so maybe these walls are a mix of cooled magma lava (hence the red) and some blue sulfuric lava. 

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i'm mostly sure it's just a palette-mapped/reduced rock/stone texture (or similar) that was arrived at through experimentation. just "hey, that looks cool". that's the joy of computers, having fun with your tools makes for fun results.

 

glad to see the "thats so crazy,,, they must have been high!!!" bit is still alive and kicking though. /s

 

14 minutes ago, Fiber Wire said:

I’ll never forget how I could feel where the other players were to the point it was almost scary how easy it was to deal with them.

you can do this normally, it's pattern recognition and humans are insanely good at it. you're just way, way more aware of it in that state and it's theoretically easier to build new connections.

Edited by msx2plus

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24 minutes ago, Mr. Freeze said:

If FIREBLU did not exist, it would be necessary to invent It. 

 

And if you gaze long enough into FIREBLU, FIREBLU will gaze back into you.

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21 minutes ago, Ludi said:

FIREBLU is 30 years old. That's insane to me.

"Umm actually it ain't 30 years old, the original Doom release is in December 10th of 1993" -🤓

Edited by ValveMercenary

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37 minutes ago, Redneckerz said:

Yo, listen up, here's the story
About a little guy that lives in a FIREBLU world
And all day and all night and everything he sees is just FIREBLU
Like him, inside and outside
FIREBLU his house with a FIREBLU little window
And a FIREBLU Corvette and everything is FIREBLU for him
And himself and everybody around
'Cause he ain't got nobody to listen (To listen, to listen, to listen)

I'm FIREBLU, da ba dee da ba di
Da ba dee da ba di, da ba dee da ba di
Da ba dee da ba di, da ba dee da ba di
Da ba dee da ba di, da ba dee da ba di
I'm FIREBLU, da ba dee da ba di
Da ba dee da ba di, da ba dee da ba di
Da ba dee da ba di, da ba dee da ba di
Da ba dee da ba di, da ba dee da ba di

I have a FIREBLU house with a FIREBLU window
FIREBLU is the colour of all that I wear
FIREBLU are the streets and all the trees are too
I have a girlfriend and she is so FIREBLU
FIREBLU are the people here that walk around
FIREBLU like my Corvette, it's in and outside
FIREBLU are the words I say and what I think
FIREBLU are the feelings that live inside me

 

...I hate you :|

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Happy upcoming 30th to the one Doom texture guaranteed to burn my eyes out of their sockets! 

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51 minutes ago, ValveMercenary said:

 "Umm actually it ain't 30 years old, the original Doom release is in December 10th of 1993" -🤓

Depending on when in development the texture was made, it very well could be 30 years old by now.

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22 hours ago, msx2plus said:

surely nothing bad will come of me having access to this

fb.jpg

 

You wouldn't wanna sling me those textures would you?? ;)

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  • 3 weeks later...
On 4/5/2023 at 7:32 AM, Redneckerz said:

I'm FIREBLU, da ba dee da ba di
Da ba dee da ba di, da ba dee da ba di
Da ba dee da ba di, da ba dee da ba di
Da ba dee da ba di, da ba dee da ba di

Now do the FIREBLU blues

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  • 3 weeks later...

Personally, I've always found FIREBLU to be hideous, but it certainly wouldn't be Doom without it. Well PC Doom anyway, I don't think this texture made it onto the PSX version.

 

I always had a cool idea of having linedefs with a "player cannot cross" flag and FIREBLU as the middle texture, then deploying Imps behind them as if they're simply walking out of the flames, summoned straight from hell. The inspiration comes from very old games like Pac-Man and the C16 games Tutti Frutti and Exorcist, which gave the enemies a safe space to spawn in and retreat too that they player can't access.

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4 minutes ago, MajorRawne said:

I always had a cool idea of having linedefs with a "player cannot cross" flag and FIREBLU as the middle texture, then deploying Imps behind them as if they're simply walking out of the flames, summoned straight from hell. The inspiration comes from very old games like Pac-Man and the C16 games Tutti Frutti and Exorcist, which gave the enemies a safe space to spawn in and retreat too that they player can't access.

 

I coulda sworn that this was already done in Tricks and Traps for the caco room, but I just checked and they aren't even hidden behind a midtexture (lol)

 

Anyway, cacodemons and invisibility sphere are the only other things I can think of that have bright red and blue together, and I'm a real sucker for matching stupid things like that.

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21 minutes ago, MajorRawne said:

Personally, I've always found FIREBLU to be hideous, but it certainly wouldn't be Doom without it. Well PC Doom anyway, I don't think this texture made it onto the PSX version.

 

Nor SNES if I'm not misremembering.

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20 minutes ago, magicsofa said:

 

I coulda sworn that this was already done in Tricks and Traps for the caco room, but I just checked and they aren't even hidden behind a midtexture (lol)

 

Anyway, cacodemons and invisibility sphere are the only other things I can think of that have bright red and blue together, and I'm a real sucker for matching stupid things like that.

Can't remember if someone did this in some megawad or other... the mental image of Imps and Lost Souls coming out of a firewall texture in a hell map is strong.

 

8 minutes ago, Individualised said:

Nor SNES if I'm not misremembering.

Haven't played that version, but it would be interesting to see what they replaced it with. I thought the SNES maps were actually closer to the originals than the PSX maps.

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6 minutes ago, MajorRawne said:

Can't remember if someone did this in some megawad or other... the mental image of Imps and Lost Souls coming out of a firewall texture in a hell map is strong.

 

Haven't played that version, but it would be interesting to see what they replaced it with. I thought the SNES maps were actually closer to the originals than the PSX maps.

They are in terms of geometry (though there are still geometry differences in SNES Doom, just not as much as the Jaguar based ports), however texturing is very very different in all of the levels.

 

If I remember correctly, they replaced it with ROCKRED. Interestingly enough before release they used REDWALL1 which isn't even present in the final version of SNES Doom.

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2 hours ago, MajorRawne said:

Can't remember if someone did this in some megawad or other... the mental image of Imps and Lost Souls coming out of a firewall texture in a hell map is strong.

 

Haven't played that version, but it would be interesting to see what they replaced it with. I thought the SNES maps were actually closer to the originals than the PSX maps.

 

The utterly drab palette omitting all those vibrant primary colors are my biggest issue with the Jaguar-derived ports. Since the SNES port was made completely independently without id's official "port assets", I think the SNES maps ended up looking more visually appealing in spite of the lack of ceiling and floor textures.

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5 minutes ago, lazygecko said:

 

The utterly drab palette omitting all those vibrant primary colors are my biggest issue with the Jaguar-derived ports. Since the SNES port was made completely independently without id's official "port assets", I think the SNES maps ended up looking more visually appealing in spite of the lack of ceiling and floor textures.

Yeah they were kinda trying to go for a "Doom 1.5" thing with the Jaguar based ports it seems and everything looks really really boring because of it (as well as nonsensical texture choices like techbases having castle-like textures and grass being on Phobos, or the lack of the elements that make Doom 1 stand out from the other Doom games).

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  • 2 weeks later...

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