I’ve been lurking these forums since their last incarnations and saw this, and felt compelled to post.
As part of a dissertation, I had to write up about the effect of violence on design and culture. As part of my research, I read a book on the entire history of how id software came to life and created games. You have to remember at the time, PC gaming was in its infancy. Super Nintendo and arcade machines had the market nailed down.
Adrian Carmack nailed smooth side-scrolling with Commander Keen from scratch. He had no coding from any of the console games. It was a huge breakthrough for the time, and his technology was distributed amongst all of the bi-monthly newsletters and demo diskettes. You have to remember at the time, it was absolutely astonishing.
Before id created Wolfenstein, there was no commercial examples of an immersive, “3d” arena you could actually move around in. Carmacks coding and John Romero’s design skills honed together until they made Doom. Carmack cracked Binary Space Partitioning, allowing home pc’s to run a 3d enviroment without slowing to a crawl, by simply rendering what was on the screen at the time. One of the notorious downsides to BSP was that you could not create rooms above others.
Carmack’s unholy coding skills are pretty much responsible for creating the most ported and modified 3d rendering and environment engines. Both crysis and half life 2 still have pieces of coding in them that originate from the Quake engine.
id Software destroyed countless barriers when creating the series, and it was one of the first games to be readily modded to such an extent down to its WAD file configuration. In fact, much of HL2’s libraries run in a very similar manner. On top of this, they were the first to also write their own in-house TCP/IP matchmaking system. You can boil down alot of multiplayer gaming architecture down to it too.
As for the game itself, If you cant enjoy it then I feel sorry for you. You’re missing out on a totally mindless and ultraviolent game that I still find myself going back to time and time again. Modern games all have a lot of debt to the iconoclast that is Doom.