Well, I think at this point our mission is clear: We must band together to track down id's long lost early 90s workstations in order to uncover the fabled Sandy's E1M1. No Texan landfill will go unturned!
Yes Sandy, they're called Bruiser Brothers by the fans as well. A slightly uncommon name only more hardcore fans know, but still known by that moniker.
I played Doom when it first came out, and I swear I remember those computers actually being a swastika. I even remember thinking, just after the computers lowered into the floor, "Wow, that's a swastika. Must be a nod to Wolf3D." I also remember going back to it years later (this time with Ultimate Doom), and being surprised that the swastika was changed.
Thanks for clearing things up, Sandy. People like to categorize things into clearly defined and labeled boxes, which is how you get the 20 + 9 + 8 = OMG THE MATH DOESNT WORK OUT kind of reactions. Reality is always a lot more messy, so of course you're going to get a lot of overlap and shared credit for specific parts of a project. Especially on a project that was developed at such a breakneck speed as Doom was.
Absolutely. I work on games as a living and things are rarely "this person did this".. because a lot of people in involved at different stages and in different ways.. It's a team effort.
I like the cthuhlu fez. Also amused that you're using brutal doom footage. Developer blessing? As for the 'lost' first levle. I remember seeing footage of some of the alphas where you see other doom guys around a card table. Yours?
My understanding is that the gameplay footage is found by either Lincoln (producer) or Edgar (editor), and that Sandy either doesn't know or is generally indifferent to the mod(s) used. The source video for the gameplay is in the description. John Romero has commented on Brutal Doom in the past, and I get the impression that he likes it.
Map making videos in general. Considering the market for RPG GM advice is at least 150k-200k users, Sandy, as the great old one of RPGs, would/should be the biggest RPG youtuber there is.
Wow. E2 M6 is One of the best levels I've ever played, as is barrels of fun. I like how Sandy is so honest and non-judgemental about what went right and wrong at ID.
My father-in-law (now deceased) lived in and loved Argentina for years of his life. He was actually there during the Falklands War, and had the LDS missionaries who served under him donate blood for the Argentine military.
Dude, this is awesome. Played ID games since I was 7 years old (Wolfenstein), to Doom, Doom 2, Doom Ultimate(Playstation), Quake, and Quake 2, and Quake 3. So many epic lan parties.
Sandy, since you and Romero seem to be in good terms, could you sometimes invite Romero to your show and discuss about the old days of id? That would be a treasure for sure!
That would be super cool. I know Sandy is on the up and up, but sometimes things can get lost in memory. It would be cool to see them talk together about the old days.
You're just about speaking slowly enough, Sandy! I know it's difficult to lower your bandwidth for AV purposes, but if you phone Verizon they should be able to get someone out to look at your head between next week and November 2027.
If you'd convince yourself to give it another shot with doom builder. to bring new carnage... i would shell out money without any hestiation :D this would be quite the thing for the doom nation :)
I do remember playing a shareware doom (1.2) in `94 that had the swastika room in e1m4. I thought it was a nod to wolfenstein
3 года назад
The e1m4 Swastika was a Swastika until the Doom 1.666 patch in the released version. It was there in the original release. Is it possible that your changes were not merged into Romero’s final work?
Dear Sandy, Please try to channel whatever it is where memories reside, and give us an idea of what your E1M1 looked like. A drawing, texture usage, monster placement, anything. It would be great if I could try and remake that level so we could play it :).
... i'm gonna say it: I think he's not saying because he doesn't remember it or it was bad/bad looking. Especially if it was scrapped. If you want an example of what I mean check out Dead Simple from the beta before American Mcgee went over it to pretty it up.
@@Skullkan6 Ow yeah definitely :) . It's like all those composers and writers that don't want the public to see their old sketches etc., while the public really likes what they get to see usually :)
Sandy just wanted to say love your work and everything you’ve done in Doom and Quake!!! Just recently found out you were responsible for Call of Cthulhu(I’m 23 😅) man can I say you sir understand the mythos.Alwyas good to see a fellow mad lad dabbling in some yog-sothothery 😉 have you heard the rumors that ID software “potentially is working on a Quake reboot??? What are your thoughts and will we ever go into sandys city???
Those Tom Hall levels you finished up are all amongst my favourites in the first Doom game. And E2M6 was your first stage from scratch? That's my favourite one! I love that early grey texture, and all of the other ones in its style. They're my favourites along with the accompanying blue carpet and those brown and blue electronic ones that you rarely see.
You've a wonderful way with words, Sandy. You're always filled with stories and you're a fascinating character. I could listen to you speak about whatever you feel passionate about for hours! Love and Respect from England !
I always thought the Swastika in Command Control was meant to be a nod to Wolfenstein 3D, though kinda tasteless as an easter egg which is why it was removed in later versions.
I'm surprised you didn't mention Doom II Map 10, Refueling Base as a Tom Hall map. It truly feels like a Doom 1 E2 map with Doom II monsters thrown in with a reworked Cyberdemon battle.
Sandy, you are so humble. Making a video just to clarify a claim that is being disputed is pure class and you never try to take credit away from anyone in the process. Of course you are not wrong, but neither are those saying your claim is incorrect. The map crediting can be very inconsistent and generally didn't take in to account all the team members that worked on the map until the final product was done. Tom gets the credit he deserves. Romero and Carmack get the credit they deserve when they finished a level. You truly understood the team aspect that was sometimes lacking in early game development. I'm sad ID broke up. If you all had a true project manager that wasn't directly involved in delivering the games, who knows where ID could have gone in the end.
I like your maps Mr. Petterson. I love this abstract map design, it gets directly to the root of the level design and make your imagination fill the gaps. E2M6 is indeed quite low in details and not so impressive visualy, except that nukage hall, but the gameplay is a blast... for a first map in a 3D game in 1993 I'm impressed...
@@sandypetersen6935 Just wanted to say thanks for these. It's nice to have someone more down-to-earth talking about id and its games after all these years.
Damn! That Doom footage looks all kinds of Brutal! Nice info as usual. It's funny that all this stuff is being described years later and there is a human side to it. As a kid I imagined it was made by hundreds of serious men in suits.
Doom's fundamentals of dodging & aiming are inherently satisfying, but perhaps an equally entertaining part of it is the level design, and how it plays fiendish pranks on the player to create this "everything is out to get you" kind of mood. E2M6 is one of my favorite deathtrap dungeons.
@@johnarmstrong5533 Yeah. If anything, one of the most fun things about Doom and all of its level sets, is that you can often really get a feel for the map maker's personality. Sandy, Romero, Shawn, American, even Willits, they all have these distinct touches in how they make a level for Doom (and Quake). It becomes so fascinating when you know which author made which level, and then you start to see all the parallels and similarities. With fan projects like *Doom The Way Id Did It,* and *Doom 2 The Way Id Did It,* you see deliberate attempts at emulating these styles, just for the love of it. You'll see this for big time map makers for Doom as well, a guy like Paul "Skillsaw" DeBruyne has a real distinct style.
thanks for the insights, always good fun to learn about classics like DooM. don't think it can be understated just how much impact Doom has had on the industry, must be a bit crazy knowing you've been part of that.
There exist enthusiasts of phonograph records, & there are enthusiasts of video game Doom(93|94)' Maps! What a Life, what a Time to live in! Oh you fascinating tracks of sound & of space
Always interesting to hear about Doom! Also The Shores of Hell is my favorite Doom campaign, not only in Doom 1, but out of every Doom game. Always loved seeing a base being converted by hell’s forces. Halls of the Damned remains one of my favorite levels! Used to scare me as a kid… and still kinda does
Uncle Sandy, you should try your hand at a new Doom level. Team up with Romero. Check out the Doomworld forms. I'd donate to your channel, buy a t-shirt, or something! Also I LOVE Barrels of Fun! One of my favorite Doom 2 levels.
I think everyone agrees Quake 1 had an incomparable atmosphere. Hands down my favorite. LOVED the Quark map editor. Slap the HD 1GB texture pack on some Dark Places or Tenebrae....gold. Q2 maps and mechanics were snappy and Q3 was neat, especially the ID All Star roster. But they lacked...something....sinister.... Hmmmm. Maddening. Drives me insane trying to figure it out. (Sandy and his Cthulu expertise of course.)
"Does anyone outside of id call them the bruiser brothers?" The background gameplay is Brutal DOOM, where they're labeled "The Bruiser Brothers" in their boss health bar
honestly, before watching these videos, I always assumed you were "just the CoC guy". I had no idea you also "did Doom, and Quake apparently?" Thanks for all you've done! :D
We're lucky, as they were a tiny company to that of an indie game now. They weren't part of a corporation when everyone is just a number and there's NDA's you have to sign
love the doom stories. Just getting back into the original after not playing since release (Quake took over everything when I first played it..), and this kind of perspective on development is really neat as I experience these old maps fresh again.
Map16 in doom two is my favorite level :). My favorite sequence to play is skip to the Wolfenstein level, then the second secret level, then back to map16 for the giant amount of monsters to fight as the finale :)
I noticed you had brutal doom footage in the background. For some reason that mod seems to cause a lot of scuff in the community (particularly from purists). What are your feelings on it (im assuming positive)?
6:35 Hello Mr. Peterson, please know that I do NOT hate "Barrels of Fun" at all, but my college friends back in the mid-90s definitely hated that level because they couldn't beat it -- then I sat down at their computer showed them how. :)
I believe the map and episode order weren't finalized when you came on board. Certain E2 and E3 maps (and I think Map10 from Doom 2 as well) were originally intended to be episode 1 levels. This may be the source of some of the confusion regarding who worked on what and when.
Sandy, do you remember who coined the word "gibbitude" in the end message of Thy Flesh Consumed? According to Civvie 11, it is "the most 90's FPS word to ever 90's in an FPS".
I was invited to work on Tomb Raider because of my background in TTRPG's, (In fact, the original idea for Tomb Raider came about due to one of the designers playing D&D,) :)
I remember getting an early patch for Doom 1 and seeing the swastika in Command Control. At the time I figured it was a call back to Wolfenstein. At worst, just Dungeon Dressing; You're in hell and there are Nazis in hell, right? And then I remember getting a later patch for it and being like "Aw man, someone must have complained."
What about the original end level for Quake?, the Beta3 pre-release version, the one with acid skies. I guess it wasn't quite finished since you couldn't kill Shub-Niggurath. Who designed that (was it you? 'cause it's in the style of E4) and why wasn't it finished and kept? Would love to see a video about that.
I don't remember if there's any official confirmation anywhere (maybe in one of Romero's old design docs that shows the level order) but that is unmistakably a Sandy map. I expect it wasn't kept because it isn't very good and doesn't feel like a finale. I don't know if it was ever intended to be in the finished game at all or if it was just a placeholder/test map.
I am pretty sure that swastika room was a thing and I played it at some point. Hell, it's even referenced in Doom - Knees deep in the dead light novel. So was it released or not?