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Nothing beats the feeling of 90s FPS gaming, whether that was with your friends at a private LAN party or in smelly internet cafes against hordes of other nerds.
Unreal Tournament (1999) by Epic Games.
Happy birthday to the fantastic @ThatTomHall !
Don’t think he’s a fan of Romero’s camping…
The Washington Post selects Doom as one of the 25 'most influential works of American culture' pcgamer.com/games/fps/the-wa…
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Watching two classic DOOM deathmatch players unexpectedly steal the show at Quakecon back when they still did Quake Live tournaments
teapawt.net/i/status/2014899192380…
teapawt.net/i/status/2014899192380…
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Marok designs I did for DOOM: The Dark Ages Revelations. Couple of themes ranging from "False Slayer" to Icon of Sin references, in the end we went with the "Golden Boy" look to make him look more like a Maykr lapdog.
#DOOM #doomthedarkages #idsoftware
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Sandy is conflating four stories:
- The story of the contract programmer is incorrect, and was before Sandy’s time at id. The contract programmer was hired to do the SNES port of Wolf 3D (not the network code). They ended up not doing it. So, we had to stop development on DOOM for three weeks to do the port. That person was employed by another company at the time, and although they assured us they had approval to do the work, that was not true. To avoid a lawsuit, we gave them rights to publish the Mac version of Wolf 3D. See ch 12 DOOM Guy for this story. The person was a good programmer, but not genius (ie Carmack, Sweeney, Gebelli, Woz). While the story was certainly told to Sandy, it was not told as it happened because Sandy was not there.
- The DWANGO story is incorrect. DWANGO happened after DOOM II shipped. John Carmack had nothing to do with that, nor did the contract programmer mentioned above. I wrote the client code for this with Kee Kimbrell. It was a win for id and for our games. See ch 14 in DOOM Guy for this story.
- The story of DOOM being banned from universities due to its network code is partially correct. The issue with DOOM 1.0’s network code was it used broadcast packets that flooded networks. DOOM was banned at universities until we released v1.2 on Feb 17, 1994 to fix that. It didn’t hurt us at all. DOOM found a way.
- The network code topic is wrong. We never had an external coder for network code. That was id programmer John Cash. John Cash definitely had nothing to do with DWANGO in any way. We never had an external programmer for network code.
The house doesn't always win. Four anecdotes in which "I was there" when game companies got fleeced. Thrice by individuals, once by their own publisher.
First, id Software and our non-network code. John Carmack told me that while our game worked great on a network, they had hired a guy to do the code over dial-up internet. He lived out-of-state (IIRC, California). I was told that he was a brilliant programmer, and that his current boss knew he was coding for id as a side gig. AND that when he finished his current project, he'd leave his company and come work for id Software.
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Readers added context they thought people might want to know
The first anecdote incorrectly describes a contract programmer for Doom's network code; it was for Wolfenstein 3D's SNES port before the author's time at id Software, unrelated to DWANGO or university bans. x.com/romero/status/…
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When Microsoft wanted people to take Windows 95 seriously for gaming, they used DOOM.
They made a promo where Bill Gates appeared in a trench coat inside the game world.
Microsoft basically used hell demons to sell Windows.



















































