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Essays 06 March 2020, 14:43

Aliens, Metallica and Gabe Newell – 7 Things You Didn't Know about Doom

You may be asking yourself the question: what kind of secrets could Doom hide after 30 years? It's a primitive game – a gun in the middle of the screen, a horde of demons to slaughter to heavy music. What could I even miss?

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Doom was supposed to be a sandbox (sort of)

What if this crater was one big open map? - Aliens, Metallica and Gabe Newell – 7 Things You Didn't Know about Doom - dokument - 2020-03-06
What if this crater was one big open map?

Doom in 1993 was an astonishing game, especially thanks to its technology, the level design in particular – locations had fantastic, vertical construction. But in truth, John Carmack had much greater ambitions. What he wanted was... no levels at all. The lead programmer of Doom wanted the game to have a single giant map that the player could freely explore, without loading screens.

Of course, in the early 90s this concept was a complete pipe dream. There simply was no hardware whose memory could handle streaming and storing such a large amount of data and displaying smooth graphics. Indeed, we weren't even close to true open worlds. This fantasy was only properly realized with the advent of the seventh generation (X360, PS3). John Carmack tackled this exact challenge when developing the last game he did with id Software. Released in 2011, RAGE was supposed leave players in awe with enormous locations stretching to the horizon, so vast they had to be traversed by car... But at the time, after games like Far Cry 2 or even Borderlands, no one was impressed anymore.

OTHER PLANES, DIFFERENT PHYSICS

Let's go back to the verticality of maps in the Doom – there's another curiosity here. Although id Software sought to design seemingly multi-level locations (which was a real breath of fresh air after Wolfenstein 3D), technically speaking, everything in Doom was flat. So we didn't have to worry about the opponent being higher, bc the game recognized that we were on the same level. And when we shot, the bullets found the target themselves.

Christopher Mysiak

Christopher Mysiak

Associated with GRYOnline.pl since 2013, first as a co-worker, and since 2017 - a member of the Editorial team. Currently the head of the Game Encyclopedia. His older brother - a game collector and player - sparked his interest in electronic entertainment. He got an education as a librarian/infobroker - but he did not follow in the footsteps of Deckard Cain or the Shadow Broker. Before he moved from Krakow to Poznan in 2020, he was remembered for attending Tolkien conventions, owning a Subaru Impreza, and swinging a sword in the company's parking lot.

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Doom

Doom

Doom Eternal

Doom Eternal

Doom II: Hell on Earth

Doom II: Hell on Earth

Doom 3

Doom 3

Doom (1993)

Doom (1993)

Wolfenstein 3D: Blade Of Agony - The Mod To End All Mods
Wolfenstein 3D: Blade Of Agony - The Mod To End All Mods

29 years after its initial release, Wolfenstein 3-D is still kicking ass and taking names. B. J. Blazkowicz returns in Wolfenstein: Blade of Agony – one of the best mods ever delivered for any video game.

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