![]() ![]() For Doom 2, Romero only contributed six maps. The levels of 1 were mostly made by John Romero and Sandy Peterson, with some of them being initially made by Tom Hall and later completed/tweaked by one of the other two designers. Oh, and since you were wondering about it: Doom 2's level design team did have a slightly different composition. ![]() ![]() There are a handful of different textures used here and there, but there isn't that striking difference you get from E3M1 where pretty much everything - the sky, the ground, the walls - are noticeably distinct from the starbase maps of Episodes 1 and 2. I also find it odd that the Hell levels of 2 aren't all that much different from the rest of the game in terms of aesthetics. Speaking of the city levels, while the abstract level design worked well for the moon bases and hell levels of Doom 1, the Earth setting of 2 made the abstract buildings in levels like The Factory, Downtown, The Inmost Dens, and Suburbs feel a bit more 'fake' even though they really aren't much different from the structures of any other level. It gets a bit tiring seeing brown, grey, and dull green after a while this gets especially repetitive in the city levels of Maps 12 through 20. Most of 2's levels are reasonably good in terms of gameplay, don't get me wrong, but the color and texture palettes feel more limited. I kinda prefer Doom 1's levels, personally. ![]()
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