I started this morning off with disappointment.
Got told flat out by TGC that some of my art (Note, I'm not a great artist so this isn't horribly surprising) was of insufficient quality for the store they have. Given the level of some stuff that's on there either they are upping their standards or I just *REALLY REALLY SUCK*.
Sigh.
Well, on with the project status. My wife, as many may or may not know, is pregnant. So we're anxiously awaiting our new addition in a few months. It takes up a lot of my time.
What time I do have is spent at work, with the kid, doing housework, or very infrequently - playing games.
Every monday I sit with my 5 year old (Soon to be 6) and do some game-guru 'daddy time'.
Anyways... today I wanted to have an update ready but turns out someone posted some 'free weapons' that were blatant plagiarism and as such kind of mucked up my ideas for today's review post. I may do a different one later, but not right now. It frustrates me to be stymied like that.
Current project status:
1) NMC Book 2 - still waiting for beta readers to get back to me.
2) Javascript Mechwarrior Dark Age game. No further progress (currently no desire)
3) Yet to be named "sci-fi" FPS game - good progress! Figured out and corrected internal shadow systems, can now proceed normally. Looks like I'll be getting a free scientist model from one 'henry weaver' and that will help CONSIDERABLY with some of the efforts I'm moving forward with. Combined with the lackluster character creator (though I've done some interesting things with the face mapping) I have a bare bones set of 'original' characters plus some bad guys. Now comes level design, then population of levels, then scripting, object placement for pickup objects, tuning, refinement, etc.
4) The doom analysis is complete for Doom 1. Interesting stuff in previous blog posts here here and here!
5) I promised to look at zombie AI code but someone already found the issue - so that's off the list.
6) I need to take more screen shots of my WIP.
At work, I'm writing a script to use puppet to deploy salt-minion on SLES SP3/4. Irony level rising.
I'm a Linux Systems Engineer, amateur sci-fi author, and gamer who's dabbled with gamedev since I was about 12 years old. Author of several mods as Mechwarrior 4's Siege Mode and the CoopBot for Quake1. This blog is my sounding board on Game-Guru, gamedev, and tech topics in general.
Currently authoring a start to finish guide on Game-Guru for Taylor and Francis publishing, should be on shelves around June 2019.
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Showing posts with label Tom Hall. Show all posts
Showing posts with label Tom Hall. Show all posts
Friday, December 11, 2015
Wednesday, December 9, 2015
Lessons Learned from Doom 1: PT 3 - Peterson's Level Design.
And here we are. The final episode of the original Doom. Not counting 'ultimate doom', that is.
So around this time, if you're familiar with the mythos of iD software, you find that Sandy Peterson's levels kick in. Some have described his levels as 'ugly'. I'd describe them as hideous. But that said.. let me get to the real crux of the matter here.
I utterly despise Sandy Peterson's levels. I mean that, of course, in the nicest possible way. It's actually a compliment. They did good choosing Sandy as the guy who did the "Hell" maps. This guy... I mean he's just a sadist, through and through. His maps make this game very, VERY challenging in very short order. I can get through the first two episodes on stupidly hard difficulties (including the Brutal Doom versions) without issue. I get to Sandy's and .. shit just falls apart.
Here's your first indicator something is off. The very first thing you see on Episode 3 is this closed-eye-switch-thing. A far cry from the 'unfamiliar rooms' of Tom Hall and John Romero.
That said, his levels for Doom 2 are SUPERB. His textures are still a little flat but improve dramatically and the design is interesting and novel. Though seriously - his traps only get nastier, if you can believe it.
The final word here is despite the negatives Sandy's levels really represented Hell for both the player in a figurative AND literal sense. So in this, it was a good choice to make his levels the final piece of Doom 1's original set. I respect the hell out of a guy who can take an action shooter like doom and turn it into what basically amounts to a fucked up version of Myst with shotguns and demons.
So this concludes the Doom 1 level design lesson set. I hope you've had as much fun reading as I've had writing it. Hopefully you've learned a few lessons about how the devs managed their design methods - each one had a good and bad side; all of them had things one can glean. I for one, have learned a great deal and hope to put those lessons forward in practice soon! I hope a few of you replay doom and maybe post your comments about the design; I'd love to see what else everyone else picked up on this!
"INFERNO!"
So around this time, if you're familiar with the mythos of iD software, you find that Sandy Peterson's levels kick in. Some have described his levels as 'ugly'. I'd describe them as hideous. But that said.. let me get to the real crux of the matter here.
I utterly despise Sandy Peterson's levels. I mean that, of course, in the nicest possible way. It's actually a compliment. They did good choosing Sandy as the guy who did the "Hell" maps. This guy... I mean he's just a sadist, through and through. His maps make this game very, VERY challenging in very short order. I can get through the first two episodes on stupidly hard difficulties (including the Brutal Doom versions) without issue. I get to Sandy's and .. shit just falls apart.
Here's your first indicator something is off. The very first thing you see on Episode 3 is this closed-eye-switch-thing. A far cry from the 'unfamiliar rooms' of Tom Hall and John Romero.
Don't worry... it opens when you toggle it.
From this point an elevator rides you upwards to... the surface. Yes, an actual outdoor area complete with withered trees and... three imps (on ultraviolence setting, of course).
I find using melee tends to save a lot of ammo when playing his levels.
So you shoot the imps down, pick up two boxes of ammo and open the door
to find two Cacodemons. Now.. this is a big deal for those who don't
know. Cacodemons are TOUGH. They hit *HARD*. They generally act as a
damage sponge and work best if you use them to kill other minions. You
know - the ones you just iced.
Damnit, Sandy.
So you tear down these two Cacodemons and are presented with what seems like an obvious trap. "Get the shotgun, and you'll be better armed!", your mind says. You, like an obedient dog, oblige in a Pavlovian fashion.
It's a shotgun on a bridge, what could go wrong?
As you run across the bridge.. it sinks. Into the lava or blood or .. whatever that hurty liquid shit is. So you learn to just run across and think something will happen - a wall will drop or ... but nothing happens. You literally run RIGHT THROUGH THE WALL into ... you guessed it - 3 imps with no room to maneuver.
Damnit Sandy.
This pattern continues. Over .. and OVER again. Simple trap becomes complex trap becomes keyboard smashing rage-inducing trap.
This isn't an isolated event. It happens again...
Damnit Sandy!
and again...
I SWEAR TO GOD SANDY!
AND AGAIN...
*Throws Keyboard*
This insanity was brought to you buy a god fearing Mormon, if you can believe that.
AND IT GOES ON FOR 9 DAMN LEVELS.
Now.. I have to say - I *REALLY* respect the proficiency of Sandy's trap and maze design. He may make the game less fast paced and fun in the Romero sense - and he may not have Tom Hall's MASSIVE level design with hundreds of secrets - but he really has a truly insidious method of drawing you in and blowing you to pieces. It has it's own rhythm and there's a lot to learn from.
So here's a few cliff notes I've taken on his methods vs the others:
Sandy's biggest weakness is actually of all things wall textures. His use of wall textures was ... minimal at best. His light sourcing was some rock bottom shit. That said, you barely have time to notice it as you fight for your life in what goes from a run-gun-shootfest to a George A. Romero-esque survival horror.
- Sandy uses very assymetric architecture like John Romero (no relation to George A.) - but in a completely different way. Areas are large and flat, but open.
- Use of outdoor is taken to an extreme. Outdoor areas are huge, with trees and what not. Presents its own challenges in terms of enemies and mobility.
- Sandy places objects in locations that are deliberately going to impede your movement. For instance you get pillars in the middle of an area that gets swarmed, doors shut behind you and lock you in against hordes, etc.
- His secrets are nastier than just 'walk in and pop a monster swarm'. It's more like 'walk in, get item, die in lava unless you move backwards in which case you get crushed by the ceiling instead but oh hey if you survive you get to fight fifteen enemies at once and only get four shotgun shells for your effort.'.
- Sandy's secrets were INCREDIBLY hard to find. In many cases they were not intuitive at all. That said, they were often necessary as part of your progress (if you weren't cheating) just to keep your ammo count from hitting the dreaded goose egg (0).
- Sandy's Doom 1 levels are time consuming mazes that actually tend to wear on you. I found this element a lot less fun. When taken in context with the other two developers it's easy to use lessons from each to strike a balance.
That said, his levels for Doom 2 are SUPERB. His textures are still a little flat but improve dramatically and the design is interesting and novel. Though seriously - his traps only get nastier, if you can believe it.
The final word here is despite the negatives Sandy's levels really represented Hell for both the player in a figurative AND literal sense. So in this, it was a good choice to make his levels the final piece of Doom 1's original set. I respect the hell out of a guy who can take an action shooter like doom and turn it into what basically amounts to a fucked up version of Myst with shotguns and demons.
So this concludes the Doom 1 level design lesson set. I hope you've had as much fun reading as I've had writing it. Hopefully you've learned a few lessons about how the devs managed their design methods - each one had a good and bad side; all of them had things one can glean. I for one, have learned a great deal and hope to put those lessons forward in practice soon! I hope a few of you replay doom and maybe post your comments about the design; I'd love to see what else everyone else picked up on this!
Monday, December 7, 2015
Lessons Learned from Doom 1: PT 2 - Tom Hall's Level Design.
As mentioned in part one: Lessons Learned from Doom 1: PT 1 - Romero's Level Design.
I love the first doom game. I've played it every way you can imagine, in every engine you can imagine. I've played remakes, total conversions, the original hundreds of times - spent years of my teenage life deathmatching and playing co-op.
While I feel John Romero's levels are the pinnacle of what the original Doom can muster level-wise, I still have a huge amount of respect for Tom Hall's level designs.
If you've read the classic "Masters of Doom" book (which you really should) - you understand that Tom's desire for Doom was a bit grander in scope than what we actually got. A bit slower paced, a bit more realistic with a lot more flexibility and options. More characters, etc. You can get a feel for that from the 'Doom Bible' which effectively is the technical design document for Doom that was ultimately scrapped in favor of what they ended up with. Here's a link for those of you who haven't read it: Tom Hall's Doom Bible
Tom Hall was primarily responsible for the levels of episode 2.
I love the first doom game. I've played it every way you can imagine, in every engine you can imagine. I've played remakes, total conversions, the original hundreds of times - spent years of my teenage life deathmatching and playing co-op.
While I feel John Romero's levels are the pinnacle of what the original Doom can muster level-wise, I still have a huge amount of respect for Tom Hall's level designs.
If you've read the classic "Masters of Doom" book (which you really should) - you understand that Tom's desire for Doom was a bit grander in scope than what we actually got. A bit slower paced, a bit more realistic with a lot more flexibility and options. More characters, etc. You can get a feel for that from the 'Doom Bible' which effectively is the technical design document for Doom that was ultimately scrapped in favor of what they ended up with. Here's a link for those of you who haven't read it: Tom Hall's Doom Bible
Tom Hall was primarily responsible for the levels of episode 2.
The opening screen of E2M2 - note the structural differences between this and Romero's.
Here again right off the bat you see a big difference in color/lighting. The tones are flatter, more muted. They're greys, browns, blacks and yellows. It's all very rational and very sane.
Tom's work is very representative of what you could consider a 'logical' style. It's far less abstract than Romero's work but is still exceptionally good - especially in a modern context. His work was similar to Romero's in use of texture, color, lighting... but he clearly had a completely different process. Whereas Romero's levels gave you a sense of indoor/outdoor and this massive overarching awe at the implied size of it - Tom literally built these huge ass indoor levels. I mean HUGE.
Courtesy of doomwiki
This is literally the second map. The SECOND! It's titanic. On top of that, on the north part of the map you see what Tom really invented as a genre - the box maze. You can literally get lost in piles of endless boxes.
Turn left and wait a sec, where the fuck am I?
The combination of rather bland colors and lighting actually work really well in this context; they provide a sense of loss of direction; everything blends in without being so similar that you completely feel hateful at the lack of texture (like Sandy Peterson's levels). Tom also loved the monster trap - something he did in exquisite detail. If you ran full speed down a corridor without looking you'd easily trigger a huge horde of monsters and usually your demise.
This is actually one of the smaller swarms.
Remaining observations are as follows: Tom loves secrets; in fact his levels far and away had more secrets than any others. It wasn't uncommon to find levels that had 10 or 12 secrets on them. You really had to work to find them too; while some were fairly obvious, others took a while of hunting around just to get the feel for where they were. Often, it was for a meager bit of ammo, just enough to keep you going. This is in contrast with Romero's 'big win' method of secrets where a secret almost always gave you a huge boost.
Completing one of Tom's levels gave a real solid sense of accomplishment - like you really worked to earn it! This was one of the better features of his design. I didn't really like the fully indoors feel of his work which unfortunately left things feeling closed off. But the mazes and monster hordes really did create an awesome experience which I believe has influenced many more modern games in a very impactful way. A lot of what Tom did was based around a notion that this game was going to be different and then he got a rude awakening when the design had moved on without him. As a result his levels have a different feel and rightfully so.
There's a doom mod that attempts to recreate the experience he intended called 'The Tei Tenga incident'. It's worth a look if you've never seen it:
Definitely has the feel of one of Tom's levels.
So what can we say we've learned from Tom? Similar palettes, box mazes and monster traps are all going to find their way into my game. An avid fan of the secret, I think I'll have to make sure a few more make their way into my levels.
Ciao for now!
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