
and I think there are interesting avenues to explore with this that haven't been done yet, in any game.ĭoom utterly captivated my interest when I was a kid, and it still hasn't let go. (though not impossible, I think there are some cool things achieved with Processing).
#Lol doomed mode whys everyone wants play vl100 code
It can do this because we can conceptualise 2D space in code quite easily: It's like LOGO, or CAD, etc. I work on something called WadC, which builds doom maps out of a functional language called "wad language". You can be quite expressive with relatively little.įor me personally (and perhaps no-one else), there are also avenues that are not much explored that I think doom is suited to. I sometimes look at how complex interesting Doom maps are in vertex/line terms and they don't need to be crazy. For mapping, If you look at creating content for 3D games, even Quake which is similarly old in relative terms, it takes a *lot* of effort. The appeal of Doom *today*, versus other engines, is IMHO that it's pretty easy to create interesting things, fast. Honestly (like Minecraft) the weapons and monsters are largely secondary (to me) versus the ability to imagine and build architectural wonders.


When I try to explain the appeal of Doom to people now, particularly the appeal to Doom back in the 90's, I try to compare it to Minecraft today: it was like a 3D sandbox, you could create your own worlds, there was nothing quite like it. I've been modding Doom since the mid-to-late 90's, but I'm nowhere near as prolific as many people who have been working that long.
