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Comment count is 16
hammsangwich - 2011-11-29

That's a software development team of Mount Rushmore proportions.


Accidie - 2011-11-29

Disappointing endings tag needed. This one is a contender...


Burnov - 2011-11-29

An obvious troll of unwitting console gamers.


pastorofmuppets - 2011-11-29

It has to be. The PC ending was just text. All they had to do was type it in.


twinkieafternoon - 2011-11-29

Shouldn't have got 0% secrets. Don't know what to tell you.


Bootymarch - 2011-11-29

Doom on the 32x had the best soundtrack


Void 71 - 2011-11-29

I like the PlayStation version's soundtrack and sound effects the best.

Also, colored lighting!


Void 71 - 2011-11-29

This version of Doom had something like 12 levels and the enemies were always facing toward you. They didn't bother to include back or side views of the models.


misterbuns - 2011-11-29

Haha. 'Models'. Maybe today is the day that Void_71 will learn what a sprite is.


Void 71 - 2011-11-29

Technically, half the monsters in Doom and Doom 2 are digitized clay models.


glasseye - 2011-11-30

and they at least had side views in the PC version.

Also: C:\DOOM


jyrque - 2011-11-30

Hey, it was limited video RAM they were working with, they had to cut corners somewhere. With monsters' basic tactic being "run towards and scream" it doesn't make much of a difference.


Robin Kestrel - 2011-11-30

Wow, I never knew about the clay models. They even digitized the guns using toy guns bought from Toys R Us.

The final products in the game *were* sprites, though, not any sort of wire models, right? It seems like it would've been easier for them to create the sprites with a graphics program than to do what they did.


sosage - 2011-11-30

I remember seeing footage of them digitizing the clay models. Doom is what Carmack called, "2.5D". It's not proper 3D like post-Quake utilizing polygons and 3D meshes (at least for objects/monsters), but some weird hybrid of faking a 3D environment with 2D techniques.

...so in all my time working on both sprite and polygonal game art assets, I never understood the clay model aspect of the monster graphics either. Unless it was a load of bullshit to make people think there was something more complicated going on. Maybe originally they thought of a cool technique, spent the cash on the digitizer and found it could only be used for the weapons?

Well...shit...now I really want to know.


Void 71 - 2011-12-01

From what I remember, the only models that Adrian Carmack created for the original Doom were the Baron of Hell and the Cyberdemon. The other monsters were hand drawn.

For Doom 2, I think they outsourced all of the modeling to the son of the guy who did the box art. He posted pictures of the Mancubis model to some Doom site a while back. I seem to remember him mentioning that he did stuff for Hollywood movies, Robocop in particular.

Digitization takes the guesswork out of perspective drawing, so I could see why Carmack would want to do it that way. Having a model to pose would also make animation easier. In the context of 1992, I could see how an artist who learned his craft using physical media would be more comfortable working that way.


sosage - 2011-11-29

LJ: The only computer in my house was an Apple II C, so I had to play PC games at a friend's house. I was happy as shit when I finally got to play Doom in the comfort of my own home...using a Genesis controller. I think this port was targeted specifically at the 20 of us in the world that did not own a PC with Doom installed.

Fun fact: 32X Doom had 15 levels. The only other version with less levels is the shareware release, with 9.


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