U příležitosti jednadvacátých narozenin famózního Dooma zapátral John Romero v archivech a podělil se se světem o raritní a dosud neviděné podklady z vývoje. Mrkněte, jak mohlo vypadat BFG, jakými útoky nás mohl trápit Spiderdemon a jak si na nás mohl otvevírat držku Pinky :)
Osobně mě zaujala drobnost související s tajnými levely - esesesák v EGA barevné paletě, pozůstatek z raného stadia vývoje Wolfensteina 3D. Vzhledem k tomu, že jsem nedávno věnoval čas Catacomb 3-D, dokážu si představit, jak by výsledek asi vypadal. A buďme rádi za finální VGA, tohle vypadá spíš jako sprite z Indiana Jones and the Last Crusade.
A řeknu vám, Spiderdemon je asi nejhnusnější potvora, kterou kdy kdo do FPS akce vymyslel. Hnus. Cyberdemon je proti němu plyšový mazlík.
P.S.: Někdo dnes / zítra na Doom bitku? Zdaemon Launcher mám stále v pohotovosti! ;) Jstem trochu zrezlý, ale pár fragů ještě rozdat zvládnu.
The original and definitive sketch of DOOMGUY. The clay model was created from this sketch. (1993) pic.twitter.com/tL37fPWYqs
— John Romero (@romero) 13. Prosinec 2014
This pic was taken for an interview in 1994 while making DOOM II. Jay, Adrian, Bobby, Kevin, John, me in front. pic.twitter.com/8e9aAsxLVs
— John Romero (@romero) 11. Prosinec 2014
If you look closely, you can see some of Julie's background city in DOOM II's skybox. pic.twitter.com/j4PRrSGkS0
— John Romero (@romero) 11. Prosinec 2014
This original DOOM II box cover was painted by Julie Bell. The Cyberdemon didn't look right so we switched to BROM. pic.twitter.com/u3RjhXZh1O
— John Romero (@romero) 11. Prosinec 2014
Here are photos of the DOOMGUY and Baron of Hell taken just last year. Yes, they still exist in great shape. pic.twitter.com/ul4MyiQh4J
— John Romero (@romero) 11. Prosinec 2014
Here are the Spiderdemon Mastermind and Mancubus near the scanning table. pic.twitter.com/vQNxidqpa7
— John Romero (@romero) 11. Prosinec 2014
Here is a photo of the Cyberdemon when Adrian finished it (1993). pic.twitter.com/qNhnSDrYAq
— John Romero (@romero) 11. Prosinec 2014
Here's a photo of the DOOMGUY clay model when Adrian was done making it. The Baron of Hell lurks in the background. pic.twitter.com/Wy4XxHRO4J
— John Romero (@romero) 11. Prosinec 2014
More DOOM wall textures for the community. From 1993. pic.twitter.com/hJXVGcDxds
— John Romero (@romero) 11. Prosinec 2014
Yes, we did create a bottom for the door, but we couldn't make the bottom translucent. pic.twitter.com/Suf5ctUZol
— John Romero (@romero) 11. Prosinec 2014
How about some wall textures we didn't use? DOOM Community wins again! pic.twitter.com/83CWVhrQOY
— John Romero (@romero) 11. Prosinec 2014
A vertical spine wall. Sliced up, too. 1993. pic.twitter.com/0Eno7SJ5aR
— John Romero (@romero) 11. Prosinec 2014
Almost finished cleaning up Adrian's sketchbook scan and about to make a new wall texture, 1993. pic.twitter.com/c9nTQWCd1k
— John Romero (@romero) 11. Prosinec 2014
Freshly cleaned-up background of the DOOMGUY clay model, 1993. pic.twitter.com/hsqHLR7CNo
— John Romero (@romero) 11. Prosinec 2014
Pre-pixel edit scan of the Cyberdemon, 1993. pic.twitter.com/yiMNODH3Ba
— John Romero (@romero) 11. Prosinec 2014
Pre-pixel edit scan of the Baron of Hell, 1993. pic.twitter.com/b62TmncdK6
— John Romero (@romero) 11. Prosinec 2014
A bigger scan of the Spiderdemon Mastermind, 1993. pic.twitter.com/kE0FaNG3qH
— John Romero (@romero) 11. Prosinec 2014
A couple of original DOOM title logo tests. Plus, a possible background for the title. pic.twitter.com/yEbQesA4IV
— John Romero (@romero) 11. Prosinec 2014
Guess what the original in-game DOOM font was like? pic.twitter.com/NdoY3kHgbv
— John Romero (@romero) 11. Prosinec 2014
The Icon of Sin, original scan of my head from a Businessweek photo shoot in 1994. Not the exact pic, but from then. pic.twitter.com/fEbkYObyw9
— John Romero (@romero) 11. Prosinec 2014
Experimenting with various Pinky demon mouth-opening sizes, 1993. pic.twitter.com/soTdtvgvyo
— John Romero (@romero) 11. Prosinec 2014
Tom Hall wanted some signs for walls, so some walls had signs on them, just not these. pic.twitter.com/bih45wM9eE
— John Romero (@romero) 11. Prosinec 2014
Some of Adrian's sketchbook scans about to be turned into wall textures, 1993. pic.twitter.com/Tn8Hfgi4qR
— John Romero (@romero) 11. Prosinec 2014
Pile of meat, never used. Maybe it was too gross in 1993. pic.twitter.com/xLrAjOSCKB
— John Romero (@romero) 11. Prosinec 2014
The Revenant from DOOM II, direct from video scan, 1994. pic.twitter.com/CdwMUasAl9
— John Romero (@romero) 11. Prosinec 2014
Here are Adrian's scans from his sketchbook for various screens, pre-pixel edit. pic.twitter.com/MU0mp0O3gR
— John Romero (@romero) 11. Prosinec 2014
We bullet casing art, but never implemented it. pic.twitter.com/LZsIuAX3gm
— John Romero (@romero) 11. Prosinec 2014
We did make some bushes, but never used 'em. pic.twitter.com/KwQzM1hl0B
— John Romero (@romero) 11. Prosinec 2014
Did you know the Pinky demon was drawn over a video scan of a dinosaur toy?? IT IS TRUE. pic.twitter.com/cBlTLZSthZ
— John Romero (@romero) 11. Prosinec 2014
Not sure what kind of death Pinky was experiencing – something from Scanners? pic.twitter.com/bW7gAVJlVa
— John Romero (@romero) 11. Prosinec 2014
Yes, we created even more extreme deaths for DOOMGUY. How about decapitation? Torso removal? pic.twitter.com/hs60pO5XLV
— John Romero (@romero) 11. Prosinec 2014
Can you believe this? The Spiderdemon original had a MAGIC ATTACK along with the gatling gun. Too strange. pic.twitter.com/k6YQQOMcri
— John Romero (@romero) 11. Prosinec 2014
Here's the video scan of the DOOM pistol before editing. pic.twitter.com/LXJ3jchyxu
— John Romero (@romero) 11. Prosinec 2014
The original Lost Soul character before further revision, circa 1993. pic.twitter.com/i4s4JN4SvB
— John Romero (@romero) 11. Prosinec 2014
Here's an unused sky from DOOM... pic.twitter.com/n87Uo9mRNX
— John Romero (@romero) 11. Prosinec 2014
When we put the SS from Wolf3D into DOOM, there's evidence of the original 16-color EGA version of Wolf3D! pic.twitter.com/wXqDQLOTxB
— John Romero (@romero) 11. Prosinec 2014
More DOOM wall textures for the amazing DOOM community. pic.twitter.com/pWGqPkMpgy
— John Romero (@romero) 11. Prosinec 2014
For the DOOM community, some original wall textures possibly not used. pic.twitter.com/TLCXYaD2gB
— John Romero (@romero) 11. Prosinec 2014
BFG version 0.9, circa 1993. It shot out tons of multi-colored plasma balls and slowed down the computer. pic.twitter.com/mUlmukAkwL
— John Romero (@romero) 11. Prosinec 2014
Lost Soul scan, 1993. pic.twitter.com/Zu4UyjPavm
— John Romero (@romero) 10. Prosinec 2014
Toy scan for chaingun, 1993. pic.twitter.com/0p75pzUGjX
— John Romero (@romero) 10. Prosinec 2014
Circuit board scans for wall textures, 1993. pic.twitter.com/6xn4dqVOli
— John Romero (@romero) 10. Prosinec 2014
Archvile model scan, circa 1994. pic.twitter.com/uwExWsstCb
— John Romero (@romero) 10. Prosinec 2014
Cyberdemon model scan, circa 1993. pic.twitter.com/yqdF5p0Ry7
— John Romero (@romero) 10. Prosinec 2014
JO ! To je Článek ! :-) Napsal jsi to sám, nebo po mé reakci na fóru ?
Jinak DOOMa dáme, taky mám ZDaemon pořád v pohotovosti :-)
Tohle proste nikdy neomrzi :) Kolik casu clovek stravil ve WinDEU a pak Dommbuilderu , hral si s vlastnimi texturami a jaka to byla radost pak videt ze to opravdu funguje . Na rok 1993 to meli bajecne vymyslene, to scanovani a orezavani pixelu aby to vypadalo plynuje I kdyz jen poskladano s nekolika framu (frejmu). Jojo… bajecna vec se jim tenkrat povedla a to ze John Carmack zastaval naprosto tu ideologii ze pokud bude chtit Kevin cokoli copyrightovat tak ze odcahzi :). Ukazalo to spouste firem jakym smerem pozdeji jit a open source se stal proste standardem, Yay!! :)
Posunulo to psoustu lidi k nahlednuti za oponu vyvojarskeho tymu a s editorem se clovek staval soucasti onoho sveta. Na skolach v Asii dokonce pouzivali doombuilder pro rozvijeni predstavivosti a orientaci v 3D pro svoje zaky :) tomu rikam vyuka ;)