What’s Awesome, Doom?: 900 Deep in the Dead

As it’s Doom’s 22nd Birthday, I got a little nostalgic for one of the things I made for it, the well-received ‘900 Deep In The Dead’ replacement episode.

digitaleidoscope

900deep_title

I’ve done a small amount of modding across a few games in the past and I’ve found one of the most rewarding things is seeing what you can do within that game’s limitations, to see how far you can push it and what tricks you can come up with to fudge it the rest of the way.

In the Doom community, this is high art. Actually, they take it a step further. The Doom engine is already pretty confining, but Doom people like to take it to new heights by imposing their own artificial limitations. The limitations of Doom aren’t enough, so these mappers add more to the mix — maximum map size, number of monsters, sector count — or in the case of this month’s WAD, linedef count — to force themselves to be more creative. That’s the theory, anyway — complexity through simplicity. I just made that…

View original post 940 more words

Advertisements

2 thoughts on “What’s Awesome, Doom?: 900 Deep in the Dead

  1. Hey there, Jay! Thanks a lot for the mention. 900 Deep is still one of my favorite WADs to play for a quick buzz. I never knew you had your own little corner of the internet here, and I’m super excited to check out your games when I’ve got a chance.

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out / Change )

Twitter picture

You are commenting using your Twitter account. Log Out / Change )

Facebook photo

You are commenting using your Facebook account. Log Out / Change )

Google+ photo

You are commenting using your Google+ account. Log Out / Change )

Connecting to %s