Fat chance, probably, considering that making maps for modern games is much more involved and could contain proprietary stuff that can't be shown to public. But there are great mapmakers on Twitch like pixeladder (works with 3D Realms), just chill streams and hours of mapping.
John Romero > Makes kickass games in the 80's/90's with little to no interconnectivity to the outside world > Streams making kickass games in the 00's to a world of nearly 8 billion people. If you told my 90's self you would be able to share your process in real-time in the next 1-2 decades, I would keel over from disbelief. How far we have come John.
Hi, John Romero! That last room with the blue key, I think it was much more aesthetic and cool when it was with the barons in the cage, with the red inferno. It feels to me more unique and brings more horror, in my opinion.
thanks for being a part of my childhood, playing og doom on my ibm pc with on board 8mb graphics i still remember to this day playing the game when i was 10
Hey if you don't mind me asking you, how often do you play doom mods for the purposes of getting inspiration for your most recent endeavors into making SIGIL 2?
This is like something from a legend once upon a time we were reading these books we had to buy about level editing and use primitive tools that looked much like this without all the features and less less testing easily wow This is incredible to see
I would love to see John get a couple of guys together and make a REAL DOOM 3! The one we got was ok, but it wasn’t really DOOM. Just add a couple new monsters, fix the Spider Mastermind’s high pain chance, and maybe add a new weapon or 2? Would be AMAZING!! Or add a way for us to play as a monster in place of DOOMGUY. Kind of like the “Empathy” wad, but the good guy is a bad guy. Start off with something like a Zombieman for the first level and unlock higher tier monsters as you progress through the levels, but being able to select which you want to play as before each level. Might be cool!
@@ziltoidOmni maybe, but it felt too slow and dark. Plus they had to cut a lot out due to cartridge storage size. It was a good game, but when I think of DOOM, I think of Ultimate DOOM and DOOM II.
so i pirated doom back in the 90's from a bbs at the library. i have since bought doom at least a dozen times. love sigil 1!!! sigil 2 is gonna be so sick, who is gonna do the soundtrack?! i loved the buckethead and midi from sigil 1.
try xyz-unit cubemap per pixel rendering engine, with sphere bvh grid/cell bfs order render engine (each bvh sphere cell can be placed/rendered/located on the always same cubemap with one math computation operation (-180 to +180 degrees vector cosine angle with sphere radius and +-/ to the center distance line vector), then all the screen representation is only a re-render of the cubemap with a projected view, even normal texture raster, and supports 360 degree vr too, if transformed into 360 degree equilateral rectangle image, yes its supposed to be 4096x4096 on each cubemap face or more, to enable fast and accurate view direction re-render, not even requiring the rendering of the cubemap each frame, kinda frame boost tech as well.
czcams.com/video/kcm6WKWT8sU/video.html Protip: These brown metal support textures are best served on 16x24 blocks. Jut your geometry out 24 units and provide a broad face of 16 and your support will be perfectly aligned.
Watching John Romero design levels in the DOOM engine is legit something I never thought I'd be able to see. Cool as hell.
I wish we had captures like this for every id game. We are witnessing history boys.
Fat chance, probably, considering that making maps for modern games is much more involved and could contain proprietary stuff that can't be shown to public. But there are great mapmakers on Twitch like pixeladder (works with 3D Realms), just chill streams and hours of mapping.
I feel lucky to be able to see the creator of the original Doom games continuing to create with it. Thanks for posting.
John, would love to see you making a Quake episode one day! Cheers!!
John Romero > Makes kickass games in the 80's/90's with little to no interconnectivity to the outside world > Streams making kickass games in the 00's to a world of nearly 8 billion people. If you told my 90's self you would be able to share your process in real-time in the next 1-2 decades, I would keel over from disbelief. How far we have come John.
Thanks for bringing us along for the ride!
Buckethead is awesome.
1:07:27 Quake 1 maps in the future?! 🤯 Oh my, my dreams are finally coming true! 🥳
Really excited about this. Thank you so much for your continuous work! ✊✊✊
Hi, John Romero! That last room with the blue key, I think it was much more aesthetic and cool when it was with the barons in the cage, with the red inferno. It feels to me more unique and brings more horror, in my opinion.
👑👑👑👑👑👑
👑JOHN ROMERO👑
👑👑👑👑👑👑
thanks for being a part of my childhood, playing og doom on my ibm pc with on board 8mb graphics i still remember to this day playing the game when i was 10
Watching Romero creating Doom levels is so cool! And the music he chooses for streams is amazing!
I LOVE YOU SO MUCH MR. ROMERO (づ。◕‿‿◕。)づ
So excited to go back to play doom when this is finished! Always love having a reason to go back to it.
the music is killer
Hey if you don't mind me asking you, how often do you play doom mods for the purposes of getting inspiration for your most recent endeavors into making SIGIL 2?
this is incredible to see!!
Awesome!
This is awesome
This is like something from a legend once upon a time we were reading these books we had to buy about level editing and use primitive tools that looked much like this without all the features and less less testing easily wow This is incredible to see
Hello John Romero . I'm editing silent hill gameplay while listening to this video and @ 33:50 Silent Hill is brought up lol. The music is so good
Aw I was at work I missed it! Happy to rewatch the VOD though :)
Glad to see you're still up and about playing doom :)
An imp for everybody. Nice.
I would love to see John get a couple of guys together and make a REAL DOOM 3! The one we got was ok, but it wasn’t really DOOM. Just add a couple new monsters, fix the Spider Mastermind’s high pain chance, and maybe add a new weapon or 2? Would be AMAZING!! Or add a way for us to play as a monster in place of DOOMGUY. Kind of like the “Empathy” wad, but the good guy is a bad guy. Start off with something like a Zombieman for the first level and unlock higher tier monsters as you progress through the levels, but being able to select which you want to play as before each level. Might be cool!
I feel like Doom 64 was Doom 3.
@@ziltoidOmni maybe, but it felt too slow and dark. Plus they had to cut a lot out due to cartridge storage size. It was a good game, but when I think of DOOM, I think of Ultimate DOOM and DOOM II.
beamns
😎😎😎
❤
Mr Romero, how is it that you came to change your Christian name from “Moloch II” to “John”?
Will Sigil 2 possibly have a physical release like the first one? 🤔🤔🤔
so i pirated doom back in the 90's from a bbs at the library. i have since bought doom at least a dozen times. love sigil 1!!! sigil 2 is gonna be so sick, who is gonna do the soundtrack?! i loved the buckethead and midi from sigil 1.
24
Looks like I found a goldmine to watch while gamedev'ing. Was interested to hear what John thinks of Masters of Doom himself
Jimmy Paddock is doing the midi tracks for Sigil 2 sweet!!! He always does a good job. So awesome 👌🏻
The real question: what tech stack do you know without Google?
try xyz-unit cubemap per pixel rendering engine, with sphere bvh grid/cell bfs order render engine (each bvh sphere cell can be placed/rendered/located on the always same cubemap with one math computation operation (-180 to +180 degrees vector cosine angle with sphere radius and +-/ to the center distance line vector), then all the screen representation is only a re-render of the cubemap with a projected view, even normal texture raster, and supports 360 degree vr too, if transformed into 360 degree equilateral rectangle image, yes its supposed to be 4096x4096 on each cubemap face or more, to enable fast and accurate view direction re-render, not even requiring the rendering of the cubemap each frame, kinda frame boost tech as well.
way too dangerous, that dave... dave...
if you represent an object with z-depth sphere map, 3d sprite, the its the surface of an object represented simply, animated for each position
yo john, you good bro?
czcams.com/video/kcm6WKWT8sU/video.html Protip: These brown metal support textures are best served on 16x24 blocks. Jut your geometry out 24 units and provide a broad face of 16 and your support will be perfectly aligned.