I love John’s level designs. I just finished playing SIGIL last night. The Buckethead soundtrack is fantastic, the secrets for the most part are easy to find & theres nothing more satisfying than telefragging a Cyberdemon.
Started making my first new map in 20 years. The new tools are amazing. Used to build everything with DEU in DOS. Aligning textures and making sure all your linedefs and sidedefs were pointing the right way and referencing the right sectors was a pain in the ass. Make a bunch of changes and the bsp builder would tell you it’s shit and then you’d have to figure out what went wrong lol it’s so much easier now.
@@gregor1O1 speaking of Johm streaming. I probably wouldn't watch it live, I'm super air headed and would forget, so thank you very much for being the type to upload this kind of thing. It was so relaxing to watch after waking up.
Nice, this is what I would see envisioned in my dream Doom remake, I would put this level style in late E1 and E2M1 and E2M2. (I like Doom and don't make me mad because I like nice looking maps)
It’s years later, but, the best way to make maps similar is to follow his design philosophy, but also make it your own. I think ChubzDoomer has a great video explaining what those ideas were, but the best idea is to be consistent, and also aware that players will always do their own thing - design around things you wouldn’t do. A good idea is to also make landmarks or set pieces that help navigate the player. Use health and armor bonuses to create eye-catching locations for players to gravitate towards; I use the similar idea in my own maps, but also reward a clever and quick player by using the bonuses to get rewarded incrementally for good play, and save major heals for fallbacks. There’s a lot of design that goes into to any game level, but Doom is so limited, that it matters even more when trying to replicate Id-like maps. Hope that helps. :)
"The hell cracks hurt you because they're bad"
Best commentary
A good runner-up is "there's all this stuff behind me coming in, because I did the bad thing again: spawned monsters behind you"
Nightmare Imp wants to know your location
Classic John Romero.
Video game logic. Also, why is he wearing a Quake tshirt? I know he worked on it also but it was the game that got him fired from id software lol.
You should watch the 1993 let's play done on one of those old cameras. It's just a bunch of goofing around and people staring in awe.
It's like asmr listening to Romero talk and explain things while he plays the game.
Facts
I'd love to see Mr. Romero do a video like this for Sigil, that's be awesome.
He did its up on UA-cam
I love John’s level designs. I just finished playing SIGIL last night. The Buckethead soundtrack is fantastic, the secrets for the most part are easy to find & theres nothing more satisfying than telefragging a Cyberdemon.
Love how chill this video is, and also how it shows a designer's thought process.
22:04 inhuman flick
What was that?
@@futuretrunks3158 i don't know, possibly an inhuman flick from romero
@@shallex5744 like a bot or hes just supernatural, maybe a skipped frame
Thanks for sharing. Never get tired of John talking about and playing Doom!
wow this level has so much thought and careful crafting behind it
Thanks for posting, i love finding new videos of John playing DOOM.
No problemo.
One of the most amazing video's I've seen in a while.. subbed :)
Started making my first new map in 20 years. The new tools are amazing. Used to build everything with DEU in DOS. Aligning textures and making sure all your linedefs and sidedefs were pointing the right way and referencing the right sectors was a pain in the ass. Make a bunch of changes and the bsp builder would tell you it’s shit and then you’d have to figure out what went wrong lol it’s so much easier now.
I love this guy.
7:28 rofl
Enjoyable
I concur
It feels like John just wants to play with everyone.
@@christiangottsacker6932 Yeah, he's just a very normal, down-to-earth guy. He should stream more often. I'd watch it for sure.
@@gregor1O1 speaking of Johm streaming. I probably wouldn't watch it live, I'm super air headed and would forget, so thank you very much for being the type to upload this kind of thing. It was so relaxing to watch after waking up.
@@christiangottsacker6932 Hey, no problem. If i find more i'll upload it. Appreciate you watching it here.
the shotgunner: hello you want to see my gun?
I did this pistol start on UV last night. it was definitely challenging, took several attempts.
Nice, this is what I would see envisioned in my dream Doom remake, I would put this level style in late E1 and E2M1 and E2M2. (I like Doom and don't make me mad because I like nice looking maps)
why do you think someone would make you mad?
My man, thanks for the vid!
First map in which STARTAN looks good
Love the star wars references, especially dark forces 👍
This map looks awsome.
level is badass as hekk
I used to love using DEU2. Aware there's better alternatives now but it has a firm place in my heart.
i hope as a wad builder i can build maps and design them just like romero did
im related to romero bud and ill tell you what ill let you meet him if you lick my apple flavored toes
come on it wont be that bad, ill get you a career being a tard rangler at mcfarlens tard yard ranch!!
@@chasegimbel1904 bruh..even if its not a joke,im afraid to met him irl because i think hes kinda strict?
It’s years later, but, the best way to make maps similar is to follow his design philosophy, but also make it your own.
I think ChubzDoomer has a great video explaining what those ideas were, but the best idea is to be consistent, and also aware that players will always do their own thing - design around things you wouldn’t do.
A good idea is to also make landmarks or set pieces that help navigate the player. Use health and armor bonuses to create eye-catching locations for players to gravitate towards; I use the similar idea in my own maps, but also reward a clever and quick player by using the bonuses to get rewarded incrementally for good play, and save major heals for fallbacks.
There’s a lot of design that goes into to any game level, but Doom is so limited, that it matters even more when trying to replicate Id-like maps. Hope that helps. :)
Fun map, too many secrets.
I enjoyed this a bit more then sigil both where just ultimately amazing maps but this took the cake daddy
i wonder which source port he prefers and why
Fantastic level!
Did you edit this?? Does John do more commentary videos like this??
Thumbs down by "THE SNAKE" Tim Willits....
dope
I think the remake of e1m8b is better than the original map with decent challenge trying on uv fast
which source port is this ?
thanks !
E1M8b was made for limit-removing sourceport so any sourceport except Chocolate Doom will run it. John's using an old version of GZDoom in the video.
@@gregor1O1 thx alot for your time and quick response !
I would like to know who is the author of Doom's story...