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What would Doom 2 be like if Tom Hall stayed and made maps?


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Tom Hall's maps have a very distinct and arcade-y feel to them, which I dig as I have a love affair with Doom maps that while are simplistic by design are still straightforward. I find it funny how people claim his style to be "dull and squarish" when he has also demonstrated use of curves and circular rooms in some. Some of Doom's most celebrated mappers even applied Tom Hall's level design sensibilities, Milo Casali of Plutonia fame being a prime example as he used them extensively and made them more unique and visually appealing. Heck, looking at Oddysey of Noises, looks like something Tom Hall would have done if he had stayed at id and design city levels, given how he was going for realism during Doom's early development stage, there's no doubt they would be more striking and superior to Sandy Petersen's city maps like Downtown, and could even give John Romero's city maps a run for their money.

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25 minutes ago, T-Rex said:

Heck, looking at Oddysey of Noises, looks like something Tom Hall would have done if he had stayed at id and design city levels, given how he was going for realism during Doom's early development stage, there's no doubt they would be more striking and superior to Sandy Petersen's city maps like Downtown, and could even give John Romero's city maps a run for their money.

I mean, Tenements (which feels suspiciously like a converted DM map incidentally) is one of those maps so is that really a surprise? XD But no, Industrial Zone might well be the best map in Doom II so it would indeed be a tall order to match that

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