+Scupple I know it's been 9 months, but I dig your Batman tas worker. Also yeah, I always thought that the end of the first level was an elevator, like in Wolfenstein 3D.
The ends of all the E1 maps were originally designed to be hub-like airlocks. You can see this in "A visit at id software" where Romero is seen playing a lot of E1 from a couple months prior to release. The end rooms were a little more overtly "airlocks" with two doors on each end and the switch in the middle.
i always saw it as, maybe they did it to do something in the base like maybe sending an emergency signal or something, then doom guy left and found his way to the next place
"Player movement was more important...." "It was way more worth the feeling you got from the skill movement, which has kinda left games" John Romero - the one man in the games industry who understands the importance of advanced movement control. The Quakeworld movement was awesome and it feels great to just jump around an empty map. In Daikatana he extended the QW physics further, and tried to innovate with ideas like recoil jumps. It wasn't perfect, but I had some fun duels on Storm Sector 7. After Romero left Id they made Quake 2 with it's brain dead movement control with no air acceleration. Then came Q3test, where Carmack tried to block strafe jumping during by adding a delay after two jumps. It was clear that Romero was the reason that Id's early games were good, and once he left they went down hill. Please Romero, make another duel game! Save us from the mediocrity of Quake Live and the incompetence of SyncError!
I've pegged my fair share of comments about the engine itself, I hold Carmack to extremely high esteem, and I've done the same for Romero and his level design - but can we all take a second and really appreciate the thought that went into this game just in terms of the menu? Key mapping, individual volume control for sound and music, those things aren't even in a lot of INDIE games now days, I just think that's another thing that made id the quintessential game dev of the time.
+Kevin Meisenbacher Same thing with Doom 1; I played a mod that merged all the maps in an episode into one and the modder forgot to change the par time, so the game thought I just sucked.
@@Rhino-n-Chips Oh man, I forgot about that level. It was off the hook crazy. You'd get to the Switch and it would just open the door to the next level. XD
I find it funny that JP was playing the classic "hipster one-speed bike" version, and Romero has no trouble playing the snazzy, high res Doomsday build.
that is pretty fuckin funny. normal player wanting to get the most vanilla classic experience literal creator of the game having a modern update version every time he plays
The entire talk about putting leaderboards into games and time attacks... the first game I remember having anything like that was Sonic Adventure on the Sega Dreamcast. If you connect your Dreamcast to the Internet using the modem, it would upload your time attack and show you the world leaderboards for each level.
i like the advanced graphics options of some ports of doom, but sometimes they just look surreal. "what's your graphics set to?" "i'm on two hits of acid right now"
When Romero published his Sigil WAD in 2019, he dedicated one chapter of the Readme to laying out the rules of that "fragile alliance" style of co-op he mentions at the end of the video (which he eventually named Exitmatch). I've never liked the infinite respawns of co-op, since they make victory inevitable, so this variant sounds like it'd make that game mode way more fun to play.
Wow the brightness is really low, I've been playing Doom wrong this whole time. Already own the Xbox, and BFG edition, but I need to pick up the standard edition for the mods. The game is almost as old as I am & I keep buying it over and over. Never gets boring. IMO it's exactly what a game should be.
This is another great part of a series that really challenges the general perception of what video game development is. Interesting that all of these guys seem to have a fascination with Walt Disney (John Romero and Warren Specter anyway).
I actually stayed in Yangshuo for a few weeks! It's probably the most beautiful place I've ever visited. A lake with a slow current and endless, rolling mountains. A photo of it is also on the back of either the 5 yuan or 20 yuan bill.
Good times. I was a Gravis Ultrasound guy (right up to the infamous w98 support question) and the music sounded so much better that all the friends' Sound Blasters. Loved all games that had GUS support.
I loved games that had GUS support mainly 'cause it meant you didn't need to include SBOS on your boot disk. That thing was a *beast*. Trying to get enough base memory free to get any SFX at all from games that were Soundblaster only was a nightmare.
I think JP didn't see that secret until years after because it wasn't there until years after. There were a few secrets added after the initial release.
I can. They hired a famous Apple computer software designer (nicknamed Burger Bill at the time) to code the Super Nintendo port of Wolfenstein 3D, however Bill had accidentally licensed the game to just Interplay, the publishers of Wolfenstein 3D, and not id Software. It was too late to make the change, and Burger Bill was subsequently fired by id. Shortly afterwards, Wisdom Tree approached id to ask if they could make a SNES game using the engine. In an act of spite, id agreed and gave them the dev tools.
Beyond Big Boss Is this speculations or actually confirmed to be true? I've heard so many stories about this. It would be nice to hear Romero himself address it tho :)
The frame rate of this game always blew me away. Even when I was playing it on a 386.. the frame rate was better than what most games play on hardware hundreds of times more powerful.
It's a shame Daikatana wasn't a success. I mean, it was a commercial flop, but its two biggest crimes were being ahead of its time, and late to market. Couple that with making practically the whole game an escort mission, with fumbly AI for the companions, and one can see why it failed. A hugely ambitious game that probably would have been better if development had started two years later.
The ideas were certainly bold, but no. It wasn't just that it was late or ahead of it's time. The first chunk of Daikatana is riddle with literal WTF WERE YOU THINKING? design choices. Like having your ubiqitous enemies by the most annoying Goddamn things ever. Cyborg frogs and mosquitoes. The Lost Souls in Doom were always regarded as the most annoying enemy in the game... Let's make ALL the first tier enemies like that. If Romero had done what I think his passion really lied, a multiplayer skill shooter, he could have been the Quake 3 and Unreal Tournament killer if the focus of Daikatana had been strictly the arena combat.
Actually, there is a game that offers leaderboards for people in the way he describes - but it's not an FPS: Dustforce. And I really loved watching especially top players blaze through those levels at amazing speeds and even though I couldn't pull it off like they did, I could at least incorporate some maneuvers to improve my own time a little.
Game was still popular before 2012's Brutal Doom release. Many of the best levels came from the late 90s- up to now. If you got a PC, buy the game or use Freedoom and run through some custom levels on Doomworld.
Come on Romero, it's time you step in and make a new real fps due to how desperate the modern fps situation is currently and has been for years now. "battaafieee, calladoody.." meh phafs, no thanks. Duke 3D and DOOM all the way.
ahhhhhh. John Romero! I Know you! Im not joking I Know John Romero. Hes My friends step dad!!!!! Avalon Brathwaite is her name! and he looks the same cuz its a month away!!!! Im not joking guys!
"Flip the switch, somehow I'm leaving!" It never occurred to me that it makes no sense.
+Scupple I know it's been 9 months, but I dig your Batman tas worker. Also yeah, I always thought that the end of the first level was an elevator, like in Wolfenstein 3D.
The ends of all the E1 maps were originally designed to be hub-like airlocks. You can see this in "A visit at id software" where Romero is seen playing a lot of E1 from a couple months prior to release. The end rooms were a little more overtly "airlocks" with two doors on each end and the switch in the middle.
i always saw it as, maybe they did it to do something in the base like maybe sending an emergency signal or something, then doom guy left and found his way to the next place
Romero: we got rid of rolly chairs
Original Doomguy: *controls like he's on a rolly chair*
I wish John Romero was my cool uncle
Yes
"Player movement was more important...."
"It was way more worth the feeling you got from the skill movement, which has kinda left games"
John Romero - the one man in the games industry who understands the importance of advanced movement control. The Quakeworld movement was awesome and it feels great to just jump around an empty map. In Daikatana he extended the QW physics further, and tried to innovate with ideas like recoil jumps. It wasn't perfect, but I had some fun duels on Storm Sector 7.
After Romero left Id they made Quake 2 with it's brain dead movement control with no air acceleration. Then came Q3test, where Carmack tried to block strafe jumping during by adding a delay after two jumps. It was clear that Romero was the reason that Id's early games were good, and once he left they went down hill.
Please Romero, make another duel game! Save us from the mediocrity of Quake Live and the incompetence of SyncError!
Quake live has all the free movement it needs. And its free.
But then they added loadouts :(
Elias Reiniat nobody should be playing quake for anything but 1v1s
also q3a, or alternatively, CPMA, is objectively the best
John Romero is on a project to make a game called 'Blackroom'
Elias Reiniat *its not free anymore
Luckily we have the Challenge Promode mode to add QW physics to Q3 :)
That awkward moment when he mentions Daikatana.
HA
+Alex Stein "Daikatana" *gulps*
time code please.
Paul A - 14:40
Paul A 10:46
I've pegged my fair share of comments about the engine itself, I hold Carmack to extremely high esteem, and I've done the same for Romero and his level design - but can we all take a second and really appreciate the thought that went into this game just in terms of the menu? Key mapping, individual volume control for sound and music, those things aren't even in a lot of INDIE games now days, I just think that's another thing that made id the quintessential game dev of the time.
Not even Wolfenstein: The New Order has separate volume controls, only a master audio slider and a mute music toggle.
Think about that for a minute.
That's what happens when you use someone else's engine.
I always (for some reason) thought that John Romero is an uptight geek, but he is like the most easy going and cool game designer ever
One time I spent so long in a DOOM 2 level trying to find all the secrets that the time thing says 'TIME: SUCKS".
+Kevin Meisenbacher Same thing with Doom 1; I played a mod that merged all the maps in an episode into one and the modder forgot to change the par time, so the game thought I just sucked.
@@Rhino-n-Chips Oh man, I forgot about that level. It was off the hook crazy. You'd get to the Switch and it would just open the door to the next level. XD
@@Rhino-n-Chips what was the name of the mod?
@@alexandrocollings1116 doom:one is the mod
I find it funny that JP was playing the classic "hipster one-speed bike" version, and Romero has no trouble playing the snazzy, high res Doomsday build.
lmfao tru
so? the original will always be the better
@@CabezasDePescado It's completely subjective
Michael Vaughan, how do you get the hd 3D doomsday build?
that is pretty fuckin funny.
normal player wanting to get the most vanilla classic experience
literal creator of the game having a modern update version every time he plays
Romero is legend and this interview brings back SO many memories. Thanks.
The entire talk about putting leaderboards into games and time attacks... the first game I remember having anything like that was Sonic Adventure on the Sega Dreamcast. If you connect your Dreamcast to the Internet using the modem, it would upload your time attack and show you the world leaderboards for each level.
The passion he has is amazing, really motivating
i like the advanced graphics options of some ports of doom, but sometimes they just look surreal. "what's your graphics set to?" "i'm on two hits of acid right now"
This man made my childhood badass! Romero is legend!
Still one of the best gaming documentaries i ever watched
When Romero published his Sigil WAD in 2019, he dedicated one chapter of the Readme to laying out the rules of that "fragile alliance" style of co-op he mentions at the end of the video (which he eventually named Exitmatch).
I've never liked the infinite respawns of co-op, since they make victory inevitable, so this variant sounds like it'd make that game mode way more fun to play.
Must've been awesome playing Doom with-- or well watching John Romero playing Doom
That co-op race to the switch idea sounds like fun!
I like to think when you end a level doom guy is just going into an airlock and traversing across the planet surface to the next level
John is one of my favorite game designers.
The soul to john carmacks brain.
I went to Yangshuo when I lived in China. It's the most beautiful place I've ever been, bar none.
Wow the brightness is really low, I've been playing Doom wrong this whole time. Already own the Xbox, and BFG edition, but I need to pick up the standard edition for the mods. The game is almost as old as I am & I keep buying it over and over. Never gets boring. IMO it's exactly what a game should be.
pure gold
one of my favorite video series on youtube :)
This is another great part of a series that really challenges the general perception of what video game development is. Interesting that all of these guys seem to have a fascination with Walt Disney (John Romero and Warren Specter anyway).
I actually stayed in Yangshuo for a few weeks! It's probably the most beautiful place I've ever visited. A lake with a slow current and endless, rolling mountains. A photo of it is also on the back of either the 5 yuan or 20 yuan bill.
Good times. I was a Gravis Ultrasound guy (right up to the infamous w98 support question) and the music sounded so much better that all the friends' Sound Blasters. Loved all games that had GUS support.
As FM synthesis fan (hence my channel) I was happy we had no sample-based hardware synthesizer ;)
I loved games that had GUS support mainly 'cause it meant you didn't need to include SBOS on your boot disk. That thing was a *beast*. Trying to get enough base memory free to get any SFX at all from games that were Soundblaster only was a nightmare.
Such a cool dude.
Great series.
Player Movement is still better on this game than any other game!!!
I think JP didn't see that secret until years after because it wasn't there until years after. There were a few secrets added after the initial release.
I would love to know if Romero could shed some light on the whole story about Super 3D Noah's Ark
I second and third this.
I can.
They hired a famous Apple computer software designer (nicknamed Burger Bill at the time) to code the Super Nintendo port of Wolfenstein 3D, however Bill had accidentally licensed the game to just Interplay, the publishers of Wolfenstein 3D, and not id Software. It was too late to make the change, and Burger Bill was subsequently fired by id. Shortly afterwards, Wisdom Tree approached id to ask if they could make a SNES game using the engine. In an act of spite, id agreed and gave them the dev tools.
Beyond Big Boss
Is this speculations or actually confirmed to be true? I've heard so many stories about this. It would be nice to hear Romero himself address it tho :)
Captain N It's a rough summary going (minorly) off a speculation, and mainly a true summary from a book titled Masters of Doom.
Beyond Big Boss Awesome book for those who haven't read it yet!
Doom 4 needs rolling chairs
The frame rate of this game always blew me away. Even when I was playing it on a 386.. the frame rate was better than what most games play on hardware hundreds of times more powerful.
It's a shame Daikatana wasn't a success. I mean, it was a commercial flop, but its two biggest crimes were being ahead of its time, and late to market. Couple that with making practically the whole game an escort mission, with fumbly AI for the companions, and one can see why it failed. A hugely ambitious game that probably would have been better if development had started two years later.
I think it was just a matter of ambition. Romero, by no means, is a bad designer, he just let the scope of the game get away from the technology.
The level designs in that game were amazing, so varied and cool.
The ideas were certainly bold, but no. It wasn't just that it was late or ahead of it's time. The first chunk of Daikatana is riddle with literal WTF WERE YOU THINKING? design choices. Like having your ubiqitous enemies by the most annoying Goddamn things ever. Cyborg frogs and mosquitoes. The Lost Souls in Doom were always regarded as the most annoying enemy in the game... Let's make ALL the first tier enemies like that.
If Romero had done what I think his passion really lied, a multiplayer skill shooter, he could have been the Quake 3 and Unreal Tournament killer if the focus of Daikatana had been strictly the arena combat.
OpenMawProductions lmao cyborg frogs and mosquitoes
Actually, there is a game that offers leaderboards for people in the way he describes - but it's not an FPS: Dustforce.
And I really loved watching especially top players blaze through those levels at amazing speeds and even though I couldn't pull it off like they did, I could at least incorporate some maneuvers to improve my own time a little.
13:24 That game mode for Doom that Romero talks about sounds fun as hell and funny!
ikr, man I really wanna play that with a bunch of friends
Yangshuo is gorgeous. It inspired alot of environment for games and movies. Including Avatar.
2:12 yeah right
Brutal Doom really made this game come back to life again,i miss those days..
Game was still popular before 2012's Brutal Doom release. Many of the best levels came from the late 90s- up to now. If you got a PC, buy the game or use Freedoom and run through some custom levels on Doomworld.
Romero just seems like a cool guy
John romero is THE GOD of the fps games.
Romero is everyone's Cool Uncle.
It wasn't the facts about china that appealed to you. It was an image from Doom. I dig that.
14:44 did he said Skulltag??
I would love to see John Romero and Brett Johnson meet
I would love to meet John Romero. He shaped my favorite video game genre. Please, DoubleFineProd, give me some info so that I can meet Romero.
Holy shit, Romero did Daikatana?
"auto spooky". Man, I love Romero.
Come on Romero, it's time you step in and make a new real fps due to how desperate the modern fps situation is currently and has been for years now. "battaafieee, calladoody.." meh phafs, no thanks. Duke 3D and DOOM all the way.
+ssbj144 Maybe Romero read your comment after all, lol...
WyldAli
:)
ssbj144
Look up
"BLACKROOM".
This comment is actually funny to read in 2019
Doom eternal in two days dog!!!
Very interesting video. Why the bloom, though ? It looks like Oblivion :D
4:26 oh, so *thats* why the doom level design looks so unrealistic and strange.
I want John Romero to play Brutal Doom or Complex Doom or some popular doom wad.
+Ihate GooglePlus Yes.
Whats the 'real good version' of the music that Romero talks about at 8:57?
BlockABoots The one which is impossible to play in DOSBox, you can find it on UA-cam.
Betrayal Mode.
What kind of Doom are they playing at the end there, where you're reloading your gun?
Brutal Doom?
Complex Doom.
I may be mistaken, but didn't Mirror's Edge have the online leader boards like that?
What source port of DoomsDay is John Romero using?
nowadays its cutscene straight line cutscene no item placements thanks cod:-)
This level design is more advamced than all levels in COD together
ahhhhhh. John Romero! I Know you! Im not joking I Know John Romero. Hes My friends step dad!!!!! Avalon Brathwaite is her name! and he looks the same cuz its a month away!!!! Im not joking guys!
damn
U serious?
Who dislikes this...? 🤔
How did he got shaders for doom?
He's using a Doom Sourceport called Doomsday. You can get it here: dengine.net/
what's the WAD name displayed in 10:00 - 10:22 ?
doom.wad
@@High_Priest_Jonko bruh
so doom technically took place in china, woah
Can you re-upload in 35 fps?
"taking a trip to china would be great anyway." ..... 2020 ... good luck, have fun, GG...
Doom 4 please... !!
Was he playing DOOMSDAY engine?
Give it up for the pc gamer (inter)national anthem!
jdoom makes it look to fuzzy
what version of doom is this thanks
Huh? The first. DOOM. Probably "The Ultimate DOOM".
he was asking about the mods. its not vanilla. I cant answer that, though.
Is"Doomsday" source port
What is that source port?
LeBreton goes #fangirl =)
is that Chocolate Doom again ?
Since when minecraft had those monsters and guns??
John is getting old.
joaogrrr we all do
Mission stats is ass, :) bad ass :))...
:D
You couldn't get a normal version of Doom for this? It looks awful