Now that the dust has settled, what went wrong?

Now that the dust has settled, what went wrong?

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twitter.com/romero/status/473587688977596416
twitter.com/romero/status/689587967254470656
youtube.com/watch?v=7pZpQ35SsyY
youtube.com/watch?v=K2x1dVkTdvc
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>fps
>without a mouse

twitter.com/romero/status/473587688977596416
twitter.com/romero/status/689587967254470656

The entirety of Hell on Earth's level design

...

Nothing. The game did pretty well for what technology it had and there isn't much to compare to at that time. Doom 2 kinda stunk though.

Original DOS version supported mice, dummy.

>Doom Switch.png

What did he mean by this?

it's shit

>Downtown
>Tricks and Traps
>The Pit
>Nirvana
>The Catacombs
>Barrels of Fun
>Bloodfalls because it's too fucking short

What the FUCK went so wrong with Doom II

nothing, they are actual levels
not a fan of the pit you can't escape from at the end of tricks and traps though

Game only came a few months after the first one.
Romero was too lazy to make levels, which is why they made him the secret bros in the first place.

Sandy Petersen

...

Took me forever to finish Doom 2 because whenever I got to the halfway mark it would feel like an awful slog and I would quit.

That you need to get the fuck out.

Every fps released after it

Post music

youtube.com/watch?v=7pZpQ35SsyY

The city levels in DOOM 2 were absolute shit. None of the city or town levels even resemble anything that looks like a city or town

...

god this. Doom 2's level design fucking sucks compared to Doom 1's.

youtube.com/watch?v=K2x1dVkTdvc

>Mention all of that
>Doesn't mention the Refueling Base

>Sandy Petersen
That guy did great doom 1, but dropped the ball doom 2

CEASE

Refueling Base is one of the best official Doom levels. The architecture is slick, and the way the action spreads out over the whole map at once makes it chaotic and exciting.

chaingunners being revived by an archvile hidden behind a wall