The last time we got a glimpse of Ethan Watson's Gateway Experiments was back in 2003, with the first episode - Space Station Omega. Omega used ZDoom to take Doom in a different direction than most attempts to modernize it had. Sure, it used fun stuff like slopes and silent teleporter tricks, but the main thing it did was give Doom a more cinematic flair with camera angles and, the most important element of all, the dialogue trees. The earliest taste of the latter came with Strife, which didn't have a lot of player agency, since you spend most of your time getting talked at, rather than with, emphasized by your relationship with Blackbird, who you never page - she's just a voice in your ear. In Omega, the Blackbird equivalent is Elaine, Russell Cartwright's partner in combat, romance, and business. Using the radio, you could call up Elaine yourself, though the dynamic wasn't explored that thoroughly. All of this proof of concept stuff is cool, but I was wondering what it would look like implemented across a broader experience. And now, in 2015, there's Prime Directive.
Since id Software released Doom in 1993, thousands of user-made WADS and maps have been and continue to be created for the Doom community's entertainment.
These are their stories.
Showing posts with label Gooberman. Show all posts
Showing posts with label Gooberman. Show all posts
Thursday, August 13, 2015
Tuesday, August 11, 2015
The Gateway Experiments Episode 1: Space Station Omega (GE1-SSO.WAD)
THE GATEWAY EXPERIMENTS
OR
DOESN'T THE MILITARY EVER LEARN?
EPISODE 1:
SPACE STATION OMEGA
by Ethan "Gooberman" Watson
OR
DOESN'T THE MILITARY EVER LEARN?
EPISODE 1:
SPACE STATION OMEGA
by Ethan "Gooberman" Watson
The vast majority of Doom levels available are mostly iterations on a tried and true gameplay model. Marine starts level, marine gets gun, marine kills demons. The introduction of ZDoom offered some powerful scripting paths that allows authors to add in gameplay that is distinctly un-Doom. At least, Doom as it was released in 1993. Today, we are seeing crazy stuff like original Shoot-Em-Ups and tactical combat games and complete recreations of popular games of past like Mortal Kombat and Donkey Kong Country. Doom is still, uh, Doom, unsurprisingly. The early ZDoom forays like Assault on Tei Tenga tried to add story and speaking characters and Hell Factory developed the hub system to better mimic Quake II's execution. Space Station Omega, a single level from Ethan Watson, aka Gooberman, pushes things in a very different direction, one that's rarely seen.
Labels:
2003,
Doom II,
Doomworld's Top 10 WADs of 2003,
Gooberman,
review,
single map,
ZDoom
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