Soundblock Posted February 5, 2015 Really interesting viewpoints from one of the guys that made the game. Interview. 0 Quote Share this post Link to post
Obsidian Posted February 5, 2015 Huh, never knew he named all the monsters and levels. Interesting. I'd recommend posting this in the News Submissions forum. 0 Quote Share this post Link to post
Memfis Posted February 5, 2015 Oh my god, that voice. THAT VOICE! 0 Quote Share this post Link to post
Maes Posted February 5, 2015 Memfis said:Oh my god, that voice. THAT VOICE! Probably Italian ;-) 0 Quote Share this post Link to post
NuclearPotato Posted February 5, 2015 Seeing that the interview took place at an Italian convention, almost certainly Italian, yeah. (Oddly enough, despite being half Italian myself, with a very extensive Italian side of the family, I didn't place the accent until that was noted). 0 Quote Share this post Link to post
Jaxxoon R Posted February 5, 2015 That is not at all what I expected Sandy Petersen to look like. It's funny though, as much as we deride some of his maps he really did have a huge influence on the game as a whole. I do wish American McGee would've handled a few more maps though, I like his style. 0 Quote Share this post Link to post
VGA Posted February 5, 2015 Sandy had to make the most maps and some of the biggest so of course in some of them quality suffered because of lack of time and interesting ideas. 0 Quote Share this post Link to post
ReFracture Posted February 6, 2015 Awesome, I didn't know he did all that. 0 Quote Share this post Link to post
Technician Posted February 6, 2015 Jaxxoon R said:That is not at all what I expected Sandy Petersen to look like.He's worn that same getup for years. 0 Quote Share this post Link to post
Demon of the Well Posted February 6, 2015 Of all the maps in the id-made IWADs, Sandy's are easily the ones which have remained the most evergreen for me, especially his work in Doom II versus that of the other authors. In the neighborhood of two decades after the game's release, I can still screw around in Sandy's maps and find myself in strange/interesting situations I've never been in before (that he has always offered by far the most interesting pistol-starts in his maps is no doubt a factor in this), something I can't really say for Romero's more thematically unified presentations, and certainly not for McGee's terse, matter-of-fact style. I've often seen folks express curiosity about what a Doom map made today by Romero would be like--how it would look, play, feel. I certainly share that curiosity, mind you, but I'm even more intrigued by the notion of a modern Sandymap. How would one of those turn out without the man operating under a heavy time constraint? Is his madness really as full of method as I like to think it is, or is a lot of the Sandy magic something of a happy accident of circumstance? I wonder. 0 Quote Share this post Link to post
Clonehunter Posted February 6, 2015 I love the way the guy said Countless Limitation". It was just so melty. 0 Quote Share this post Link to post
RUSH Posted February 6, 2015 It's great to see all the old id staff coming out and talking more about their time with the development of the game. First Romero and now this - good stuff. Also, Sandy Petersen = Santa Claus? 0 Quote Share this post Link to post
Cupboard Posted February 6, 2015 Sandy is such a boss. All of his work toward balancing the game cannot be overstated. I think he probably made the most nonlinear and fun maps in the whole game. Playing some of his later maps from a pistol start can be a real challenge, even to an experienced FPS player. 0 Quote Share this post Link to post
Marnetmar Posted February 7, 2015 "I had the pleasure to meet the Sandy Pe-ter-sen asldhaldha;slkfjaklfas;lkdghas'fj'kjasjdf;laskdjf comic con" 0 Quote Share this post Link to post
Blastfrog Posted February 7, 2015 And here I thought he was just brought on to do maps. Aside from Romero obviously putting more of his design influence into the game post-Hall, I really wonder how much Petersen influenced the core design. His influence seems neglected in any kind of documentation of Doom's development. It's either all about Hall's original vision that laid the foundation or Romero's direction that took more hold later, but very little out there about Petersen than "he did some last-minute maps". I'd really like to see Petersen talk some more about how he influenced the game, I'm starting to feel like I don't give him nearly enough credit. 0 Quote Share this post Link to post
PSTrooper Posted February 7, 2015 Memfis said:Oh my god, that voice. THAT VOICE! Grezzo 2 guy. 0 Quote Share this post Link to post
Blastfrog Posted February 7, 2015 PSTrooper said:Grezzo 2 guy.Is this guy really the author of Grezzo 2? Speaking of Grezzo, was there ever a Grezzo 1? 0 Quote Share this post Link to post
PSTrooper Posted February 7, 2015 I don't know, but the narrator sounds like the GrezzoGuy. He should dub an English version of him. 0 Quote Share this post Link to post
Deleted_Account Posted February 8, 2015 I wasn't aware of how much Sandy contributed to Doom, I have much more appreciation for him now. 0 Quote Share this post Link to post
Waffenak Posted February 10, 2015 Fascinating interview, now I'm a little bit wiser considering Doom 0 Quote Share this post Link to post
Hoodie Posted February 10, 2015 I love how he calls them "bunk". So cute. 0 Quote Share this post Link to post
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