Jump to content

DWBS


Linguica

Recommended Posts

Guest Kinoshkana

Speaking of contests, why don't we get Mockery going again? We can even put in the worst 10sector wad in as a secret level.

Share this post


Link to post
  • Replies 69
  • Created
  • Last Reply

Top Posters In This Topic

Ok, that is cool. But wouldn't you agree you are the exception? How did you manage btw to play all the way up to The Darkening without having played the original Doom?

Ok, so assuming you therefore have an unclouded mind, then I would be interested in your opinion why e1 is so special.

Share this post


Link to post

I'll take a stab at it in defense of Stphrz and myself. It was the most coherent nine levels id or anyone (that I know of) ever made. Meaning it flowed very well as an episode. Another thing, for me anyway, the secrets were well integrated. Also, it had the best, and as I said most consistent, atmosphere. No amount of detail, comlexity or elaborateness can out do the pure, simple effectiveness of good atmosphere. You go into an editor and look at the levels. Small, basic collection of sectors-- nothing special. And yet this was necessary for id to create the coolest atmosphere and the ultimate doom experience. detailed elaborite levels that make you go "wow" would have ruined this mood and the "whole" of what id managed to create. I play level after level - and sometimes they get close to creating something coherent - but I have yet to play a collection of 9 or even 5 levels that rival what e1 did for me and many many others.

I'll try to touch on the specifics of what made the levels so effective. I'm glad you asked this because it's a good idea to really pin down what actually made the levels so good. I have to agree with Stphrz - e1m5 and e1m7 were the best e1 levels. I think the outside areas was a big part. Being able to go outside was always fun in e1 levels: such as the e1m2 secret. The conistent level of detail and the fact there wasn't a lot. id only did the necessary amount of detail to reate the atmosphere they were going for. No offense to many authors - but I've always seen detailing as a copout to being able to really create a specific mood and experience. Maybe id could answer your question in any future interview that ling might conduct? Anyway - consistent level size and room size throughout is another element. But I'm still not getting at the very fabric of the levels. It's kinda hard to touch on what makes them so good. Another thing is how each level is very similar - keeping the atmosphere - yet evey level is distinct with unique aspects to each. Level two has sections that make you feel your on the outside of the base - always near the outdoors- you're outside when you get the red key and then you go inside and your outside again at the end of the level. Level three has the catwalk part of the level that distinguishes it - level 4 i just unique from the rest - the only level where you're in the interior through out the level - never a window to the outside. Level 5 - just kicked ass - the connectedness through out - level 6 - the walkways through sludge - the phat secrets - such as getting both soul spheres. Level 7 - it had two parts to it - the beginning which was centered around computer stuff and the second part - which was surrounded in part by slime (more cool secrets) and outdoor area. And then, of course there's level 8 - which was just a perfect conclusion to the episode. Level 9 felt distant from the other levels - like it was in the farther reaches of the base - an appropriate feel for a secret level. Ok - that's enough from me - I'm curious to what Stphrz thinks....

Share this post


Link to post

In so many words: Effective architecture - effective texturing - effective room and level size - effective synergy of all levels - effective synergy of rooms - effective music - all to create an effective atmosphere. Anyway, that's part of the reason I want to have this contest. To see if we can't figure out what made the episode so good and if we can't recreate the experience.

Share this post


Link to post
Guest Kracov

impeccable textures justfully placed on the right kind of areas. architecture is important, depending on the theme of the level. Monsters should be a large amount, but perfectly scattered in the right areas. In the first areas, monsters should be scarce. medium levels should have a average amount. Last areas should either or both have a massive amount of monsters, grouped or ungrouped, OR a few big bosses. Interlock Doom and Doom2 together so that you can hear Doom's music and enjoy the textures. Also so you can use Doom2's weapons and battle the other monsters. Want to restore the Originality of Doom? Want to Replenish the Atmosphere of Doom? Then help us get a Doom Episode 1-style contest. We need judgement NOW!

Share this post


Link to post

Interesting idea. I'd play the result but I'm not sure I'd enter. I liked the 10 sectors contest because it was so different, it challenged authors to really work within strict guidelines where potential hasen't been explored. An E1 contest doesn't push me to explore anything new or exciting - it's all been done before, (which can't be argued because you're trying to copy a style!) It might be fun, but I'd rather challenge myself in ways I've never done before. I work best that way.

Share this post


Link to post

For the first year or so of playing Doom, I had no access to the internet. I was able to purchase Doom2 v.1666 bundled with a gamepad of all things. My brother had a buddy who had several add ons, utilities, and upgrade patches for Doom2 burned on a cd. The ones I mentioned in my post. Then a few weeks later I found a copy of Ultimate Doom in a computer store. This is how I managed to play all that stuff before I ever played Doom1. I don't know why I never played Doom shareware. I just didn't. By the standard of most people in this community I am very new to playing Doom. About two years or so now I think. Seems every one else has been playing for five years or more :)

To answer your other question, Hellbent mentioned a lot of it. The secrets were elaborate and extremely creative. I was discovering new things every time I played for the first several days. There were lots of windows between areas, secret passages leading to the outside, lifts leading up to more secret places etc. The maps didn't have a lot of detail, but I still thought they looked really good (still do). I can remember being afraid to enter the dark maze in E1M2, or jump into slime pit that led to the first soul sphere in E1M6. I can remember being driven nuts trying to figure out how to get to the soul sphere in E1M7, and smacking myself hard on the head when I did finally get it :) The music was better than what I had heard when I played Doom2. I was nervous about opening the first door of E1M7. I sat there in the dark listening to the creepy music trying to decide which weapon I should have ready.

Episode 1 was a total experience. All the levels were laid out differently but it all seemed connected somehow. It was inspired game design.

Share this post


Link to post
Guest jay_moser

Exact same with me, seriously! I wouldn't even think about going in the maze, but I was only 9. Ooo, a little young to play doom but, ahem...my dad let me play it. Hey, im 15 right now, and mature enough to play it. But anyway, doom 1 was great eh? (I'm Canadian so don't bug me about [not aboot] saying eh! LOL)

Share this post


Link to post

Well said, Stphrz. I'm glad other people appreciate the secrets of e1. I had the exact same experience of e1m7 as you did- trying to find the soul sphere. When I finaly did, I felt like a complete idiot. But I suppose people still don't find this a good contest premise... oh well.

Share this post


Link to post
Guest
This topic is now closed to further replies.

×
×
  • Create New...