![]() ![]() (They were released as a texture pack for anyone to use much later, as I changed my mind over time.)ĭarkening E2 was nearly done a year prior to its release but in the summer of 1999 I got a job and moved to Stockholm, Sweden’s capital, leaving the tiny remote town I’d grown up in. But the second reason was that before it was even released, I felt I could do so much better: I didn’t want these textures to be my legacy. The text file for Darkening E2 stated that using the textures for other maps was not allowed, and I recall having two reasons for this: First, that I wanted this to be exclusive to The Darkening, feeling that that letting others use them would dilute the iconic look. It was released August 5, 2000, and for the next 18 years this was my last released DOOM project. Eventually I ended up joining and subsequently leading The Darkening team for episode two, creating what was probably one of the more complete texture sets at the time, at least considering it wasn’t based on assets from other games. ![]() I had contributed textures to Mordeth even earlier, though to this day those remain unreleased. While I had dabbled in textures starting in 1996, my first released texture contributions came in Gothic DM 2 (May 2, 1998), and Overload DM (August 28, 1998). I merely love DOOM and get a kick out of crafting content for it, regardless of whether it’s levels or textures. But once peopled started figuring out how to add custom textures to PWAD’s, the idea that I could do that too slowly began to grow.īefore I go on, it’s probably worth pointing out that I’ve never considered myself an artist, even now. Certainly these are all major contributing factors, but to me the style of the textures and sprites is what stood out the most relative to all other games at the time.Īs my interest in DOOM grew and I started mapping in the spring of 1994, I didn’t really have an urge to make my own textures Getting to craft worlds with the existing ones was exciting enough. Many attribute this to its novel solution for fading to darkness in the distance, the non-orthogonal designs and varying heights, or the sound design. ![]() I first got hold of DOOM v1.1 in February of 1994, and like everyone else at the time I was blown away by the atmosphere. ![]()
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