Incredibly, and perhaps a bit naively, we made a list of the technological wizardry we planned to create, and boldly stated in a press release in January 1993, that DOOM would be a major source of productivity loss around the world. It was the right time to shoot for the stars. We didn’t challenge ourselves like that before DOOM, nor after it. It was the only time we challenged ourselves as a group to create a game that was as good as anything we could have imagined at the time. The year of 1993 was a magical one, more so than any other. If you want to download SIGIL, you can get it here for free: :)Īnyway, the SIGIL experience was really good and I’m excited about what might be next…. I toned down the crushers on E5M4, so maybe no more whining. SIGIL is up to v1.21 now and it might not see another revision. We have a great Slack channel where we discuss all the tech stuff happening with the latest fixes. The awesome team includes dew (Boris Klimes), flambeau, UberGewei, and Keyboard_Doomer – they put up with my work start at about midnight most nights. Most levels have hundreds if not thousands of line segments in them, so it’s a lot of tech checking. Even though DOOM is 25 years old, every single line segment in a level has a bunch of information on it. I had a great team of DOOM technicians helping me make sure all the data was as good as possible. Many YouTube playthrough videos have been uploaded and the response has been good. I uploaded the free version on May 31, 2019.
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