Doomworld - AKA Troonworld, a dedicated safe space for pedophiles and megalomaniacs - Corrupting the Doom community since 2016

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doomkid is at it again.

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Quick recap for anyone wondering what the fuck is going on with this shit.
>Be John Carmack
>Be nerdy coder since the 90s and having to be forced to deal with diverse hires.
>Wants to enjoy nerd thing again without unnecessary diversity bullshit.
>Decide on a con idea that will enforce it,which causes the woke crowd to seethe unconditionally.
>Seething got so bad, the con had to send out special invites to certain people because of it.

People began to start crying about this and are trying to find the exact location of where the event will be hosted to obviously not call in bomb threats express their opinions. I wouldn't be surprised if John Romero ends up disowning Carmack for this.
Just the fact that Carmack wanted to make something where people can enjoy stuff without being forced to consoom woke shit, makes him the new Hitler is reminding me of Hoggy Warts: Total Goblin death all over again.

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He needs to hurry up and make an A.I. that will commit minecraft trolling as a body guard for his upcoming convention
The funny part is that Romero has barely done anything to deserve the amount of recognition he has nowadays, he only did some maps for DOOM, some, because Sandy Petersen and American McGee did the rest. And the only worthwhile thing he's done after leaving id was Daikatana, yet he's the one who's worshipped the most by troons.

Meanwhile the entire reason games like Commander Keen, Wolfenstein 3D, DOOM or Quake were even made was because this absolute peak autist who broke into a school with thermite at the age of 14 to steal Apple II's wrote some new cool code and decided to make a whole game just to show it off and then make it open source a few years later.

You owe Carmack the existence of your entire community, every single source port, every single map, every single GZDoom mod, and every single time you had that power trip when you perma'd someone for misgendering you. He made you, without him you would've been nothing.

And it doesn't stop there. John Carmack is the reason Quake Engine exists. The same engine that gave existence to countless games because his code was this revolutionary.
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The entirety of Valve's game catalogue exists thanks to Carmack. If you're a troon that's a part of those communities, you also owe Carmack it's existence. And if you like Call of Duty, guess what, those games stand on foundations laid by Carmack. This is how much of an influence he is.

Now compare it to your idol who's only legacy is a very shitty game where the vulgar message on the promotional material is what people actually remember of it. Which, by the way, also exists only thanks to Carmack. The very fact John Romero is still relevant in any way, shape or form is because he worked with Carmack.

There is no escaping this past. You owe everything to this man.
 
The entirety of Valve's game catalogue exists thanks to Carmack. If you're a troon that's a part of those communities, you also owe Carmack it's existence. And if you like Call of Duty, guess what, those games stand on foundations laid by Carmack. This is how much of an influence he is.
FFS, Apex Legends also runs on a modified Source Engine, so it too is a descendant of Carmack's work.
You can pretty much split game engines into three categories: descendants of idTech, the Unreal family, and everything else.
 
In defense of John Romero, his departure and founding of Ion Storm indirectly led to the creation of Deus Ex. He might have failed big time with his company, but his creative ambitions and assembly of youngster kinda left a big impact in the gamescape.
 
The funny part is that Romero has barely done anything to deserve the amount of recognition he has nowadays, he only did some maps for DOOM, some, because Sandy Petersen and American McGee did the rest. And the only worthwhile thing he's done after leaving id was Daikatana, yet he's the one who's worshipped the most by troons.
I find it funny how Romero gets all the credit for Doom's maps, all because he made mostly all the maps for Episode 1, which was the episode everyone played because most people probably only played the shareware version. Other then that, the only other maps Romero made were like 2 for Episode 4, and 6 for Doom 2. Petersen definitely should be given much more respect, because although his maps do get a bit mixed in quality, he singlehandedly did most if not all of Episode 2 and 3, and almost the entirety of Doom 2's levels.
 
John Romero did some gameplay coding for Doom and their previous games (he went as far as to code the level editor they used for the game) while Carmack was busy with engine stuff, it's just that after the game became a hit he prefered to be a Producer for games like Heretic and Hexen, getting his dick sucked by the press, and play deathmatch all day, instead of actually making games, he only got worse in those aspects once he left ID to found Ion Storm.
 
I find it funny how Romero gets all the credit for Doom's maps, all because he made mostly all the maps for Episode 1, which was the episode everyone played because most people probably only played the shareware version.
Doom 2's final boss (or should I say, the inside of it) probably played a role too.
 
Sorry, got to sperg out on Romero and early id history.

I think Romero deserves quite a lot of the credit for id softwares early success. When Carmack and Romero met at Softdisk, Romero was the more seasoned programmer. Carmack’s motivation for joining Softdisk was to learn low level programming techniques from Romero. But Carmack quickly surpassed Romero in programming, so Romero handled the gameplay and tools programming, while Carmack programmed the engines.

For Doom, Tom Hall was initially doing the level design. But Romero wasn’t very impressed with his work – there were lots of 90-degree angles and sparing use of different in floor/ceiling heights. Basically, Hall was stuck in a Wolfenstein level design mentality and not taking full advantage of the Doom engine. So Romero jumped into DoomED and made a level that set the standard they should be aiming for. Then Hall left/was kicked out of id.

Regarding Sandy Petersen, when they were interviewing for another level designer to replace Hall, they interviewed a few ‘professional designers’ that they sat down with DoomED and they took a lot of time to basically come up with nothing. Then they interviewed Sandy Petersen and when shown DoomED, he took to it like a duck to water and made something fun to play. He then only had a couple of months to complete the registered Doom levels, some of which was polishing up Hall’s levels.

With Quake, Romero seemed to go off the rails. He was tasked with coming up with design document for Quake, but was instead fucking around with producing Heretic and Hexen, doing interviews, making bold promises about Quake’s features on IRC, etc. But the troubled development wasn’t all his fault.

Meanwhile, Carmack was having great difficulties with programming the Quake engine. He’d brought on Michael Abrash to optimize his code for rendering and processing the game world. Problem was Carmack was regularly throwing that code away and trying new approaches. So Abrash in turn was having his optimizations discarded and having to optimize new code.

I can kind of understand Romero fucking about when the Quake engine development wasn’t stable and getting dragged out. Still, I think he had to pushed to come up with a design document for Quake and when he did eventually come up with something it was very brief, something like 2 pages long vaguely describing some sort of ambitious RPG like game. But Carmack said fuck that and lets take all our existing assets and pump out as quickly as possible something more like Doom.

In hindsight, Carmack on the Lex Friedman podcast has said they shouldn’t have been so ambitious with the Quake engine implementing true 3D, client/server networking and QuakeC in the same engine. Instead, he suggests doing a Doom engine game with client/server networking and QuakeC language would have been better, then doing true 3D next game. Carmack also expressed regret at kicking Romero out.

There’s also the snake Tim Willits that joined id during Quake development. He was asked by Carmack to give American McGee level design advice during Quake 2, but actively gave him bad advice to sabotage him and get him fired. Sandy Petersen has hinted Willits was a piece of shit and why he left id. Christian Antkow has outright said Willits is a piece of shit in a Twitter in response to Petersen tweet. I’ll try and dig up these tweets as I think they may have been deleted. Willits has also claimed in the last few years he came up with the idea of deathmatch only levels with Quake – this is blatantly untrue as there were community made deathmatch only levels for Doom.

Anway, it would have been interesting if Romero (and McGee) weren’t kicked and Willits had been fired for being a snake. I think id would have produced some much interesting games that pushed the FPS genre gameplay wise.

Edit: regarding this article https://pledgetimes.com/doom-3-ex-i...to-end-up-in-therapy-for-crunch-and-pressure/

Antkow said: "But fuck Tim Willits. One of the most horrendous human beings I have ever had the displeasure of having to interact with.”

I was misremembering it being in response to a Petersen tweet, but I think it still stands Willits seems like a piece of shit.
 
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I find it funny how Romero gets all the credit for Doom's maps, all because he made mostly all the maps for Episode 1, which was the episode everyone played because most people probably only played the shareware version. Other then that, the only other maps Romero made were like 2 for Episode 4, and 6 for Doom 2. Petersen definitely should be given much more respect, because although his maps do get a bit mixed in quality, he singlehandedly did most if not all of Episode 2 and 3, and almost the entirety of Doom 2's levels.
To add on to what I said yesterday, I'm not shitting on Romero, because I respect him a lot and for what he's done. I do feel like though that people have a bad habit of putting all the praise onto one specific person (or two in Doom's case) rather then acknowledging that it was because of the team that the game did so well. For Doom, and old id to an extent, I don't think it was just Carmack and Romero that were the reason for its success, but also the other team members like Peterson, American, and even Hall. It was everyone who worked together that made it good rather then it being one specific person, and so when a lot of them broke off, we got cases like Daikatana, where a lot of the hype was because Romero was making it, and when it came out, it was a piece of shit, (American also made Alice, which I hear was pretty good, but I never played it so I can't confirm).

Maybe I'm droning on now but point is, I don't think the success of games should be based on a specific person, but rather the people in the team that made it, and I think this applies to other successful games as well, not just Doom.

I would be curious to see how things would've turned out if most of the old id Software members were still there instead of the shitheap that we have of the current team.
 
Say what you want, but Bobby Prince (composer of the soundtrack, as well as the soundtrack for wolf 3d and part of the duke 3d soundtrack) doesn't get the credit he's due. Watch this interview with him and you get some insight as to why the Doom songs sound so much like real songs, as well as how he got into making music for id.

https://www.youtube.com/watch?v=s-LAn6yK4XY

TLDR : He just gave them the music and told them they could put them in any level they'd like, but the others apparently didnt ignore the MIDI files beginning with "UN" basically telling them to not use them as they were probably direct copies of real songs (Romero released a lot of these a while ago) and although there were lots of good original pieces in the soundtracks such E1M9, MAP09, or MAP07 they were overshadowed by the copies of real songs Bobby made to practice doing metal with MIDI.

He also indirectly says the reason they didn't use the real Doom and Doom 2 soundtracks on the Playstation version is because id were being a bunch of niggers and didn't want to pay Bobby a reasonable amount for his music.

I would be curious to see how things would've turned out if most of the old id Software members were still there instead of the shitheap that we have of the current team.
Donna Jackson, the id "mom" still works there. She started by cleaning up the horrid offices the boys left and eventually got into playtesting around Quake 3 or Doom 3.
 
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I have a funny one, since you guys are still on topic of Doom and troons.

So there was this... man by the name of Julian Nechayevsky, and his source port formerly known as Russian Doom. There's no reason to pick this one over Choc or Crispy: the Russian localisation is dry, uninteresting and not Romero-esque in the slightest (not to mention it's the same one as in GZDoom), extra mugshots are nice for eyecandy but don't affect gameplay much, and this piece of code, despite being based on an optimised DOS-adjacent port, somehow manages to produce lag spikes.

Anyway, Julian becomes Julia, and Russia goes full ham on Ukraine. J., himself being Russian, immediately rebrands his thing into "International Doom". Still with only two languages to choose from. 🤡

Julia's PFP also checks out, by the way.
 
I find it funny how Romero gets all the credit for Doom's maps, all because he made mostly all the maps for Episode 1, which was the episode everyone played because most people probably only played the shareware version. Other then that, the only other maps Romero made were like 2 for Episode 4, and 6 for Doom 2. Petersen definitely should be given much more respect, because although his maps do get a bit mixed in quality, he singlehandedly did most if not all of Episode 2 and 3, and almost the entirety of Doom 2's levels.
A lot of Doom 1 kind of sucks though and gets even worse with Episode 3. Doom 2 is, in its entirety, also a bit unfun and a chore to play through vanilla.

I do agree that Doom's success shouldn't be entirely attributed to JUST Romero and Carmack – the entire rest of the team is filled with some pretty outstanding talents too and picked up a hell of a lot of the slack, particularly in 2's case. And while I will acknowledge that Petersen certainly had a working knowledge of the tools he was given to map with, his design philosophy in a lot of his maps often falls completely flat. I think he coasts just a bit too much off of his reputation, which is certainly well-earned, but I'm not about to lie or convince myself that his levels are any good regardless of his accomplishments.
 
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