Dev Game Club

DGC Ep 179: DOOM (part three)

Informações:

Sinopse

Welcome to Dev Game Club, where we this week we complete the main game in our series on 1993's seminal FPS DOOM. We talk about the level design some more as well as the use of maps and other topics before turning to our takeaways. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Episode Three: Inferno! Podcast breakdown: 0:39 Segment 1: Inferno 57:32 Break 58:04 Segment 2: Takeaways Issues covered: the feel of the new levels as the descent into Hell continues, use of terrain and more Gothic elements, the arc in DOOM II, BSP-ing symbols into the walls, being unclear about landmarks vs puzzles, the Unholy Cathedral and puzzle teleporters, personal pacing then and now, Slough of Despair and the spare room, where we got our BFGs, Brett makes his first Cyberdemon/Baron of Hell mixup and keeps doing it all episode (sorry), contrasting arenas with corridors, comparing Gromesh Mines, BSP improvements, 2D topology and mapping vs fully 3D ma