[DOOM] Sandy Petersen's Level Design
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- Опубліковано 21 лис 2024
- id Software's most prolific level designer of the "DOOM" era, Sandy Petersen tends to be overlooked by many, if not outright forgotten. However, his groundbreaking contributions helped shape the original DOOM games into the timeless classics we all know and love. This video discusses what set him apart from John Romero and the rest of the crew at id and also shows off some of his most unique and innovative levels.
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Whoa! I'm humbled and embarrassed a bit by this. But thanks a million. You correctly call out that I was not an artist, but a designer, hence my less-gorgeous levels. But when I started, there was no such thing as a "level designer". I guess I was one of the first ever.
well well well, if isn't THE MAN himself. Thanks for helping shape my child hood Mr. Peterson :)
@@BobrLovr You are forgiven for spelling my last name wrong. I hope my effect on your childhood was positive.
Sandy of Cthulhu i want to thank you, Romero and John carrack but mostly you for creating my favorite game of all time I love doom and the community and the levels you designed are some of my favorite and I just can’t stop thanking you man your a god damn legend I love your vids and I love DOOOOOOOOOOMMMMMMMMMM!!!! Your a legend man🤟
@@sargentd6780 it was a team effort.
Thanks for your excellent work. You helped make a very fond period of my childhood gaming exploring these expertly crafted demonic labyrinths. I really missed your design philosophy with DOOM Eternal which 80 percent of the time is hallway> battle arena> cross invisible trigger> entrance seals> demons spawn in = repetitive battle arena gameplay. I miss the old days of old school level design.
The fake exit was genuinely one of the scariest moments I've experience playing a video game. That was brilliant.
Ive been replaying the Dooms for the first time in 15 years. That level had me yelling obscenities.
>MAP24: The Chasm
*the sound of a hundred angry speedrunners in the distance*
Tightrope Doom!
Sandy Petersen God dammit!
I felt a great disturbance in the Force, as if millions of speedrunners suddenly cried out in terror and were suddenly silenced.
Heh, around the time of your post Looper got the first sub 18:00 WR on doom 2 UV.
His split for it is called the Ebola
BAH! I say! Map24 speedruns are the BEST! That's the kind of speedrun that gets people excited to see records broken!
Go watch Karl Jobst's video on that maps's speedrun history; it's amazing to see what people were doing!
It's ironic that the media said that Doom promotes satanism, but Sandy Peterson is a Mormon who did most of the hell levels lmao
Slayer are christians and Black Sabbath wrote pro-Christianity lyrics in "Master of Reality." Image isn't everything.
@@UnchainedEruption Well, Tom Araya is Catholic. King is extremely atheist. Not sure about the others in Slayer.
I still don't see how ravaging Hell and slaying demons is pro-satanism.
The demons are the bad guys.
@@tankerd1847 I guess it's got to do with showing all the symbols and shit.
But those ppl are morons, like a lot of religious ppl are.
Sandy Petersen is one of the most influential mappers of all time, and is still heavily criticized despite having half the game's maps dumped on him. I think it's actually extremely impressive he made so many memorable maps (especially in Doom 2) in spite of the time and amount of work he was given. Excellent video, thanks for the Sandy Petersen love!
The thing that people need to understand is that Petersen is actually a really good level designer. But the poor man only had 3 months! 3 months to not only learn how to build 3D levels for the first time in his life on the most unique and advanced game engine up to that point, but also be required to build the majority of the levels! That's why he used many of Tom Hall's levels as a launch pad to help speed up the process. Even though he had more time to work on the levels for Doom II, the amount however were still about the same as before and this time he would have to make all of them from scratch.
So the question is this: What if he only needed to worry about building a small handful of levels in a larger space of time? Like...lets say: 7 levels over 7 months? Well, he did. He made 7 levels for episode 4 in Quake 1, which are not only some of the best levels in that game in terms of design and also in art style (proving that he can indeed make levels that aren't always ugly), but some of the best levels to ever come from id Software in my opinion.
I just posted about Episode 4, those maps are mind-blowing, definitely a must play. Only to be surpassed by the ones in Scourge of Armagon expansion pack. (by the same guys who later on designed the maps on Sin)
I started on Doom in August 1993. Man there was a lot of work to do.
@@SandyofCthulhu Holy Cow! It's Sandy! :D
@@GTXDash and Dash!
As someone who first played Doom and Doom II on release, and not knowing anything about the development team, I never once thought "Man, these Petersen levels suck ass". Instead, every episode of the game had its own unique look and feel, which in my opinion mirrored the development of Super Mario Bros 3 in terms of offering diversity in environments and new spins on gameplay even though the fundamental mechanics stayed the same. It's a masterpiece of design and there's a reason why so many people are still playing Doom to this day. You feel like there's a natural progression to the game and there isn't the feeling of being dropped into a soulless sandbox where everything looks procedurally generated like the games of today.
Since Romero made a new set of levels for Doom called Sigil
We should ask Petersen if he could make a set of new levels for Doom 2 if he wants to
I kinda would like to play that
Sadly, it'll probably never happen. From a Reddit AMA he did several years ago:
[Makhauser
] "Hi, Sandy, thanks for all the stuff you have created. Haven't you thought about making a level/wad for DooM as JR did some time ago? Your levels were rather remarkable, admire playing them even now."
[SandyPetersen] "Thank you so much for the praise! There are so many levels for Doom out there - and so many excellent fan-based ones. I'm not sure that my input is particularly needed."
Here's the link if you want to check it out (I originally said it was in the video description, but it turns out this is a different AMA):
www.reddit.com/r/IAmA/comments/50j8k4/iama_sandy_petersen_a_professional_game_designer
@@Chubzdoomer modest of him to say but not true, im sure you can find levels better designed than romeros but that was never the point, as a very long time doom fan i enjoy their classic ways of making levels. his input would be more than welcome, i can just imagine what he could create today.
@@Gebora i dont think his levels can beat romeros at all
@@Chubzdoomer I would love to play a new SP map. Too bad all the whiny "SANDY PETERSIN IZ BAYUD MAPPEAR" plebs most likely drove him away from doing so. Heck, he could make one and send it to me privately if he wants, I'd be most grateful!
@@MySocksAreOnFire-b4c check out my new board game Planet Apocalypse which is literally about soldiers killing demons. Even has a spider rmastermind
This guy is responsible for over 50% of all Doom I and II content. You may criticize him for his maps artdesign, but he sure wasn't lazy... While John Romero enjoyed being a rockstar during Doom II development, Petersen just sat down and got back to work! Absolute Chad move if you ask me...
Yeah, it's really impressive how many levels he managed to churn out in such a short amount of time. I watched one interview (I think it was a "Matt Chat" episode) where he said he just really wanted to impress everyone at id with his work ethic.
*EDIT: It turns out it was actually an interview he did with Jason Lamb (link below). For some reason I thought it was a video interview, but it seems I was wrong. That being said, the "Matt Chat" interviews here on UA-cam are still worth checking out!*
jasonlamb.org/sandy-petersen-an-interview-about-doom-quake-and-aoe/
He also wrote the intermissions screens, named all the monsters, named all the levels, defined in which order they would appear, defined how much damage the weapons would deal. That's huge. Sadly he only known as a level designer.
Petersen watches his son play Doom Eternal on his channel: ua-cam.com/video/LlSb1esFt0A/v-deo.html
@@Kevinstripe since the word "level designer" didn't exist, I thought I was just a designer. So I did lots of design work too. Some of the game's programming was per my requests of course. Carmack would ask me what I needed and I'd tell him.
He also had a very short span of time available to make all of these maps. A few weeks to release, and about 15 maps to make.
Sandy Peterson showed more than just a daring attitude in experimentation. He really showed of what the engine could do, as he understood very well what you could pull off with it. The lighting in the "Hall of the Damned", the endings in both "Hall of the Damned" and "Phobos Anomaly", monster infighting in "Fortress of Mystery" the puzzles in "Unholy Cathedral" and "Containment Area", the crushing floors, the slow infestation of demonic symbols in Episode 2 and the ingenious placement of secrets throughout. For me Peterson is what Doom needed to reach it's pinnacle. I would LOVE to see new levels created by him.
wow I'm honored
@@SandyofCthulhu THE Man behind Age of Empires, Doom, Quake and the modern Lovecraft mythos answered to my post. You are truly a great human being. Certainly, you must be very busy, but do you have an autograph address by any chance? I would trade in my right arm for that.
Crushing floors?
Map 28 The Spirit World is my favorite - and the music rocks, too!
Sandy also basically redesigned how the BFG functioned, from a spastic plasma rifle to its new design! Arguably a good one that’s actually pretty complicated
it's true. The original BFG plan was to spew a billion plasma balls. It's flaw was that it almost never killed anything except at super close range. I worked with Carmack to turn it into what amounted to a Defender-like "smart bomb".
@@SandyofCthulhu And a legend was born...THE BIG...[RETACTED] GUN!
Yeah, the BFG mechanic really interesting and lets players use it in unusual ways. My only complaint is that it doesn't telegraph the aftereffect mechanic very well - when I was a kid I always just thought it was a big blast effect like a rocket, only it didn't hurt the player, but in reality, it's a delayed blast super sawed off shotgun.
Mind you, it's not exactly clear how you could have represented this, especially given the performance limits of the time ;-) Maybe some sort of big lightning spray on the gun sprite when the aftereffect goes off? Of course, that's suddenly a big sprite in memory and it might not look nearly as good in game as I could imagine it.
Anyway, let's hear it for everyone's favorite gun!
E2m3 E3m3 and E3m3 Mouah 👌
@@SandyofCthulhu Like the unmaykr
After watching Civvie 11's videos on Doom while I do agree with most of his criticisms with Peterson's levels this video did make me appreciate him way more then I use to.
I really like E2M6's paths for finding the red and yellow skull keys, it was like a treasure hunt.
This Civvie guy is obnoxious. I don 't understand why people keep listening to him. He does not delve into the essence of the games he plays, remaining in the populist opinion
@@Jackfromshack that's the point, dummy.
Civvie sucks. I don’t agree with him on anything.
@@magicjohnson3121I personally like Civvie but he isn't the best player ever which can be infuriating so I can understand if seeing him blow up seems unjust.
edit: heck I disagree with the city levels being "bad", map 17 is forgettable but I love maps 14, 15, 16, 18 and 20
@@Jackfromshack But he's "The Pinnacle of Online Entertainment"!
Mt Erebus is the bomb. It’s one of my top 5 doom levels
What I love about Mt Erebus is I always thought it was suppose to be the front cover of Doom with it's hellish wasteland aesthetic.
For years I had no idea how you were supposed to access the secret exit. Like, I knew where it was (or at least I deduced it because I realized that blue box at the top of the map otherwise had no purpose), but I just "cheated" and would activate the switch from the other side. It took me a long time to realize you were supposed to rocket jump. It went against my gamer instincts of doing something that is ultimately suicidal, even if the invulnerability sphere is there.
I've always liked that map not just how open it is, but because it's the first time in the game you had to do something that is otherwise very contradictory to advance to another map.
I may not have vibed with Sandy's maps but I have a huge amount of respect for the sheer work he put in and the creativity he brought to the table. A key part of DOOM, for sure!
"God damn it Sandy" Petersen
I was hoping civvie would comment here
Ah, I see you're a man of culture!
Barrels O' Fuck Off Sandy
Downtown fucking nowhere
This is gold 😂
“But most importantly! Make sure that whatever your designing looks NOTHING like what it’s supposed to!”
Sandy’s awesome but….COME ON, still a awesome level designer and this is a awesome video
Wow, he basically made DOOM and DOOM II...
Pretty much all my favorite levels of all time in gaming too.
Way to go man... lolol You are a genius.
4:18 "arguably one of his greatest achievements is map 13,downtown"
well when i played it first time,i was walking around for hours figuring out what to do and listening my favorite DOOM music
yeah I struggled finding my way around but I think its cool to see a city as its hell on earth after all
haha same
@@DJL3G3ND eternal still does it better. Downtown felt empty and boring, no interesting wall textures. Less hell on earth, more abandoned city.
G E T G U D
@@cro-magnum7642 Eternal level design are just boring linear arenas while Downtown have actual exploration. Just because you have an awful sense of direction doesn't mean the map isn't good.
(inb4 "hurr durr the arrow on the floor")
He made some of my Favorite levels and so did John Romero
Map 13 is my all-time favorite Doom level because of the sandbox feel and needing to plan out the order you want to take out enemy snipers and nests. Map 28 is also one of the best looking hell levels ever made.
I'd love to see what Petersen could do with modern level design options and maybe some Lovecraftian monsters. Like, Quake-like, but in GZDoom instead.
E3M9 is the coolest level in DOOM. Just such an amazing bait and switch by having you play through the first level again. I just instinctively thought there was something wrong with my game until the walls came down and realized I've been tricked. I haven't seen design that ingenious in shooters since. Genius.
So... this guy made all of my favorite doom levels, basically. "Halls of the damned" is one my most terrifyingly memorable map from any game, that fake exit is just so...cruelly hellish. Megakudos to him
Sandy is seriously an unrecognized genius 👏 for God sake, he has his own song!
Doom levels are so elegant. Puzzles, traps, tricks, fakeouts, obstacles, secrets and arenas all built into the geometry.
4:26 "Downtown" The verticality in that level and others in Doom 2 is a bit of a prototype for what we'd later see in Quake. It really shows the evolution in id software's game design. I'm glad that id really doubled down on the interesting and mind-bending level design for Doom 2, with the story playing second fiddle a bit.
Doom II cities' levels are seriously my favourite in the OG Doom. Complately packed with enemies and traps, and you run and backtrack A LOT. That's my preferred Doom experience.
He also worked on Quake and gave the idea for the Lovecraftian monsters.
Hall's of the damned is his level? I LOVE THAT ONE! its got a lot of amazing traps, and fortress of mystery is a super fun level. Heck actually all the ones you listed are my favorites. Ha! never knew.
thanks!
Romero is only credited with the original E1 maps in Doom 1. He did the first two maps of E4, IIRC. Everything else was credited to someone else. This is one of the reasons the E2 and E3 maps have a very different look and feel.
I'm sure this has been pointed out before but I feel that Sandy's maps really have that old school d&d sensibility to them. Was not surprised at all to find out he had a long respectable history in pen and paper game design prior to doom.
Badass. This gives new meaning to Into Sandys City
tricks and traps, and suburbs were my favourite levels
1:33 and also it teaches the observant player about intentional in-fighting by showing dead cacao in the hell knight room and dead hell knights in the cacao room. I immediately restarted the level after I went into the 2nd room and realized what I was supposed to do. Def some of the most memorable levels mechanically
E2M8 builds on this concept by showing dead barons strung up on the wall, but there are no cacodemons. This is a clue that whatever is on this map is going to be much tougher than the barons (who up until the cyber-demon are the toughest enemies in the game).
There's actually a good deal of visual storytelling in Doom, more than it often gets credit for.
The open and sandbox levels are one of the greatest and in a way define Doom, making it stand out as not just corridor shooter. In a way Serious Sam was the first game that tried to recrate that when the technology was there to do it in 3D.
Some Sandy levels were cool, but generaly I prefer actualy NRFTL in level design because it's such a cool stylish mappack, he walked five houndred miles so Nerve software can sprint.
Great sum-up of Sandy's Doom stuff, I'm not one of those guys that instantly know the layout of a Doom map when its name and number is mentioned, so this was a great jog of memory through some of my absolute favorite Doom maps, with their author's due credit duly strengthened.
This was a very informational video. Of all the years of playing Doom and map packs, I never knew just how many maps Sandy was responsible for in the original games! I knew more of his maps from Quake but didn't realize so many of my favorite Doom maps were by him. Without him, Doom 1 and 2 just would have been completely different experiences. Sometimes it just takes one person to make an entire vision for a game.
Sandy may not have been the "best" mapper in Doom 1 and 2, but I'd argue he was by-far the most influential, and the unsung hero within id's development team that really honed all of Doom's elements together to make it special and set it apart from Wolf3D and all the clones it had spawned.
Mt. Erebus is fucking awesome and one of my favorite levels in any Doom game. Tricks & Traps is also good fun.
Unpopular opinion, but I actually liked his city maps in Doom 2. As a kid, they were the most realistic maps of a city or town in a game I had seen at the time, and they were always fun to explore.
I personally think that one of the main reason why Doom is so good, is that they have different map makers with different styles, it keeps it fresh. And in regards to Doom, it works in its favor, as to make levels feel strange and alien.
Yeah, that fake exit got me. I had the yellow key and thought beauty, don't need to find the other two. Hit the button and, well, trolled.
3:20 this is my favorite level in Doom 2.
Two days ago, I have started Doom II, on Ultra Violence, intend to play it for the first time in my life without cheats and level skipping like the way I used to 20-years ago.
Though I wish I had a 14" crt laying around.
I still have it... it is a beauty to play Doom on glass CRT monitor.. so much nicer than LCD.
I love city levels. This started it all!!
25 years on and Doom is still my favourite game.
Thanks for the mapping ideas, SP, and thanks for publicizing them more chubz
Don't forget that Sandy made a lot of these maps in a very short span of time ( 7 weeks to release if I am not mistaken). That is an incredible feat.
Downtown was the raddest deathmatch level too, heaps of items, weapons, places to hide. We used to race each other to the berserker pickup 👊
Some of my favourite maps and nearly all of my worst are Sandy's, but in retrospect we have got to respect his enthusiasm and contributions.
A diamond in the rough, this is a seriously underrated channel. This is an extremely well crafted video, even going on to receive a comment from the legend Sandy Peterson himself. You deserve more recognition, this is amazing content. Keep it up.
I remember playing a lot of those levels and really enjoyed them. Some were my fav's. I can appreciate the work he did on these levels. It was one of the inspirations that eventually contributed to me doing some level design later in life for another game. I don't do anything professional but just as a hobbyist. Level design can be very satisfying when things work and the level is just fun to play with replay value as well. So, thanks to Sandy Petersen. Also, thanks for making this video. I definitely appreciate level designers.
I'll be honest, some of Petersons maps in Doom I wasn't my favourite but in Doom II I loved basically all of them
Fortess Of Mystery also shows another of Sandy's talents as a designer: visual storytelling. The hint that you're supposed to use in fighting is that the Baron room is full of Cacodemon carcasses, and the Cacodemon room has got Barons chained up on the walls bleeding to death. A hint that these two enemies don't like each other, perhaps....
What always amazes me is how much was Sandy able to do in the incredibly limited time he had. That speaks volumes about talent, creativity and pure skill - especially when we consider that FPS genre was very much literally in its infancy and there was a lot of ground nobody ever walked on before.
Sandy didn't make levels to look at or be visually satisfying for screenshots, but made levels for pure gameplay and experience. A Sandy level loves to keep you on your toes, misdirect you and force you into tight spots where you need to think for just a second. Tricks and Traps imo is the quintessential Sandy level, it doesn't need to make any sense for the forces of hell to have such a building it just needs to be a challenge and fun.
I know a lot of people really hate Petey's levels but honestly, I beg to differ. In fact i think some of his levels are honestly top notch, even surpassing Romero at some points. He's responsible for some of my favorite maps, including: Spawning Vats (my favorite id-made doom map), Command Center, Containment Area, Halls Of the Dammed, Pandemonium, Refueling Base, Monster Condo, And Many More! If the man himself is spotted here, what is one piece of advice you would give for level design.
No matter how amazing the new wads have in level design, none of them feel as fun as the maps from Doom 1 and 2.
Thank you so much for this video. These levels are extremely important and once you broke down the style, I was able to predict a few of the levels you covered as his. They really stand out and are unique in the way they play. Very cool.
I think what’s best about Sandy’s more experimental maps is just how influential and groundbreaking they are. People may hate the Chasm and find something like Nirvana and Monster Condo annoying but that kind of weird but striking design, “realistic” visuals and unique set pieces really set a precedent for map makers at the time. It showed that not everyone had to be a standard hell level or a standard tech base, etc. Some of his levels might not be my favourites, but Doom (especially Doom 2) wouldn’t be the same without them
I've been playing through Doom and Doom II again recently and definitely noticed the difference in styles between Romero and Petersen. Really awesome game design that still holds up to this day!
Monster Condo still wrecks my brain even after all this time though X-D
Anyone else think Chub sounds like Don S. Davis at times during this video? I almost thought i was watching a SG1 review of Doom.
I have a lot of respect for Sandy. His work on doom was great and you can see how hard he works to make things work with Age of Empires 2's perfect balance. Great experimentor - great learner
The Chasm is literally the entire speedrunning communities bane of existence
In the level the Chasm i remember room with green walls.
Mt Erebus and Downtown are my favourite Doom levels ever!
I love the "throwing things at the wall" type levels like slough of despair being "lets make a level shaped like a hand" or "lets make a map where we focus on the exploding barrels for kills"
Sandy's levels were more creative, imaginative, and fun to play.
Sandy's levels make me very nostalgic.
Yeppers
WORD
I've recently rediscovered my love for the first two Doom games, and am really enjoying your videos on their level design!
Sandy Petersen also designed the majority of levels for Episode 4, "The Elder World" of Quake 1 (all except the first):
e4m2 The Tower of Despair
e4m3 The Elder God Shrine
e4m4 The Palace of Hate
e4m5 Hell's Atrium
e4m6 The Pain Maze
e4m7 Azure Agony
e4m8 The Nameless City
Loved all his levels so much. They had some kind of abstractnes to them that wasn't found in other Doom levels. I remember reading his guide/principles for creating Doom levels as a section in PC Format that ran over 4 months. I think I still keep those magazines somewhere. You're right, I think his levels are underappreciated perhaps.
Downtown is one of my favorite Doom levels, even with the relatively primitive abstract graphics at the time it had this extremely memorable and oppressive "city under siege" feel to it
Thanks Sandy, for making my favorite Doom and Doom 2 maps. They happen to be the most fun maps for me in multiplayer coop, great times over the modem.
Some of the best designs of all time. Seriously I'm new to doom but it's such an incredible game. Everything makes so much sense it's brilliant.
Can we have similar review of American MacGee's & Tom Hall's level design? 🤔
It's possible!
Honorable mention to Quake episode 4 also designed by Sandy, if you can look pass the horrid Spawns everywhere, I just turn on godmode to deal with these. There are some legitimately jaw-dropping moments in these maps. I didn't know E1M8 was made by him, that must be the map that caused the most impact on me as a kid playing at the time, what a closer for the shareware episode, bravo!
Despite I really dislike The Chasm, Mt Erebus was a masterpiece. Petersen's work deserves much more love from the community.
The cover of This Love that starts playing around 5:03 sounds awesome!
Dude it's music from Doom II, you can find it playing on levels 18 and 27, it's also known by the name "Waiting for Romero to play."
Great video - Sandy was pretty influential regarding Doom. E3M6 made me fall in love with Doom.
He's now a bloody amazing boardgame designer who does asymmetry better than anyone. Cthulhu Wars and Planet Apocalypse are both top 10s for me.
I'm not a big fan of a handful of his levels (specifically all his episode 2 maps), but I think he better found his footing in Doom 2 with the emphasis on platforming and verticality.
Sandy Petersen is a national treasure
Good recap of one of the most understated contributors to modern shooters.
I never really paid attention to who designed what levels. But 'tricks and traps' and 'warrens' are both in my top 5. I also adore Halls of the Damned. Go sandy!
Great vid, these were some of my favorite levels.
Besides Adrian, Sandy Petersen really helped out with adding the creepy aspect of Doom levels with all his twisted walls. I'd say he saved the game from Romero turning it into Commando. I had no idea he was the one to save the shotgun from getting removed.
Yeah, Romero's levels were mostly full of ammo and "action packed" with fewer tricks/surprises (although this clearly changed with DOOM II and Episode 4... but by then, I imagine he'd been very influenced by Sandy's work). It really makes you wonder how Episodes 2 & 3 would've turned out had Sandy never joined id.
This was a fantastic video Chubz. I had no idea that Sandy Peterson was responsible for so many of my favorite levels, especially in Doom 2.
Fake exits...spooky... a level in the shape of the hand... Chubz, you just nailed it. This is my personal soapbox by the way. To me, classic Doom is all about the tension...the spooky layouts... pauses where you almost feel safe and get caught admiring the level as you are suddenly swarmed by baddies. The newer games often suffer from this lack of organic ebb and flow. I simply can't enjoy the nuances of a game when I'm constantly running and shooting to save my skin. Long live classic Doom and those that keep it alive today! And it goes without saying... Thank you Sandy Peterson!
THANK YOU for this video! I have been defending Sandy for years. He made some of my favorite maps in the original Doom games, including my absolute favorite of the first game - E2M6 Halls of the Damned. That level is my favorite of the original game and was always the most memorable for me due to how immersive and scary it could be. Mt. Erebus was also an innovative map. You can see the influence of it on Romero's Industrial Zone in Doom 2 and some other maps from that game. For years, the fans have often overlooked Sandy due to talking about the textures he used, but that never bothered me. The only map of his I really don't like is The Chasm and yet that map still has some pretty cool features and details to it (a staple to all of his maps!)
I also want to point out his maps in Quake. Sandy was able to really show his passion for Lovecraft in that game. Dark Citadel is one of my favorite maps he designed, and in that level he clearly demonstrations an understanding of Lovecraft's phobia for water with the room that has the pool of water that turns out to be a fake trick warping you in a room with a Shambler.
Do not forget his great work on Quake 1!
This guy is responsible for so much of the vibe of 90s gaming. Sounds like hes a *hell* of a guy
I love his work. I didn't even know what he looked like until now!
Sandy Peterson either made levels I totally loved, or totally hated, nothing in between!
2:35 I can’t believe I missed this level! Guess it’s time to play Doom 1 again
I hated tricks and traps bc the exit room where the stairs descended one after another I fell into the acid multiple times and RIPd. The room with all the he'll knights and cyberdemon was kewl
I remember Cyberdemon and all monsters on Doom 2.
sandy design in my view are very well crafted, hard, and very enjoyable
I did realize after in chapter 2 and especially in chapter 3 of doom, there are a lot of traps and misleading doors, it ensures that you're always on edge.
Mt Erebus and Downtown are my personal favorite levels of all doom maps.
Great vid dude!
I love levels Entryway, the waste tunnels and Downtown, Nirvana.
Thanks for the video Chubz, I just want to throw some love to The Chasm --- one of my favourite Doom II levels, even if it has been a bit of an acquired taste. Maps 27, 16 and 18 are also among my favourites.
Mt. Erebus is one of the first levels I think of besides E1M1 when Doom 1 comes to mind
my favs where petersons. and that fake exit. amazing
This man has worked on 2 legends of PC gaming: Doom & AoE