idNews/id_history
From: johnr@idece2.idsoftware.com (Mr. John Romero)
Newsgroups: rec.games.computer.doom.misc
Subject: Re: Many id related questions...
Date: 17 May 1995 07:31:08 GMT
Organization: id Software Inc.
In article <3oq652$57i@individual.puug.pt> lllopes@individual.puug.pt
(Luis Miguel Lourenco Lopes) writes:
> I was wondering if somebody knows what members of id, made Catacomb Abyss 3d.
> In the opening credits screen, there is something like id software did the
> 3d effects, and there is also the name of Adrian Carmack.
> Did John Carmack made that engine, was it a experience for the Wolf engine?
>
> Other thing..., what was the first 3d ever to appear?
> Catacomb Abyss 3d, Wolf3d or Ultima underworld I?
>
> Anybody knows more details off who did what in DOOM...
> For instance... who did the level design, I heard that John Romero did all
> the Shareware levels, I also heard that some levels off Doom were made by
> Tom Hall...
> In the graphics, somebody knows if for instance, Adrian did all the
> monsters and Kevin did the textures?
> In the programing the only thing I heard is that John Carmack, did the engine
> and John Romero the level editor.
>
> LLL
The original id members (myself, John Carmack, Adrian Carmack and Tom
Hall) created the first Catacombs 3-D game for Softdisk. Softdisk then
proceeded to make a shit-sequel which is what you see in Catacombs:The
Abyss.
John Carmack creates ALL of id's engines. The Catacombs 3-D engine was
pre-Wolfenstein 3-D and post-Hovertank (another game we did for Softdick).
Ultima Underworld was released 2 days before Wolfenstein 3-D.
DOOM level design: i did the first episode, except for level 8 (Sandy did
it). And level 4 was a Tom Hall makeover. In the last 2 episodes, Sandy
Peterson did mostly new levels, with many of them makeovers of Tom Hall's
earlier efforts and one level of Shawn Green's.
DOOM graphics: Adrian and Kevin BOTH did the textures and creatures, etc.
DOOM programming: Carmack did the game superstructure and engine and some
utilities. I did DoomEd, the map editor, as well as the menu system, all
the special effects in the game (hurting slime, flashing lights, building
stairs, etc, etc, etc.) I also did the external utilities (DM.EXE,
SETUP.EXE, etc.) Dave Taylor did the automap, status bar, and the layer
between the low-level sound driver and the game.
--
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| John Romero (romero@idsoftware.com) id Software |
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From: ghelton@airmail.net (Greg Helton )
Newsgroups: rec.games.computer.quake.misc,alt.games.quake,alt.games.apogee
Subject: Re: iD is in Fear of Duke Nukem 3D
Date: Tue, 13 Feb 1996 05:29:00 GMT
Organization: customer of Internet America
>Does anyone have a 'gameography' of Id's work? I wonder, 'cause I think there's
>something else out there that I missed. It's kinda fun to play in developmental
>order...(Cat3D, Wolf3D, Doom...Quake!)
Here's a listing of many of their games. The Keen games are excluded,
as they are widely known:
* Hovertank 3D
* Rescue Rover
* Rescue Rover 2: The Return of the Robots
* Dangerous Dave in the Haunted Mansion
* The Catacomb
* Slordax
* Shadow Knights
* Tiles of the Dragon
The only Doom-style game in the bunch is Hovertank, I believe. It was
the foundation on which all of the 3D games were built. The rest are
of many different types (mainly side-scrollers) and the last is a Mah
Jongg program (!!!).
You may be interested in downloading the original Commander Keen
("Invasion of the Vorticons"). In the preview section, there is an
extremely early mention of Quake. Actually, I believe this
information is reprinted in Quake Talk. It sounds like Quake was to
be a side-scroller with RPG overtones in the early days.
From: johnr@idsoftware.com (John Romero)
Newsgroups: rec.games.computer.quake.misc,alt.games.quake,alt.games.apogee
Subject: id Anthology
Date: 16 Feb 1996 06:11:09 GMT
Organization: id Software, inc.
In article <4fmkeh$go4@catapult.gatech.edu>, gt7015c@acmey.gatech.eduŽ says...
>
>Actually, let's see. There was Catacombs3D, a predecessor to Wolf3D. It never
>caught on, probably because it wasn't as fast, the graphics were really blocky,
>and the engine had a few things that Wolfie definately improved on (like that
>damn wall-sticking...) However, I happened to think it was intensely fun, and
>wish I had a copy around somewhere.
>
>I found it after much playing of Wolfie, too, and spent lots of time playing
>it (after finding editing Wolfie levels a somewhat daunting task. Ugh.)
>
>Besides, Cat3D had 'Skull'N'Bones'. :)
>
>Does anyone have a 'gameography' of Id's work? I wonder, 'cause I think there's
>something else out there that I missed. It's kinda fun to play in developmental
>order...(Cat3D, Wolf3D, Doom...Quake!)
>
>--
> /\_______ ____ ________/\ ____ "Home. Home was BAMA, the Sprawl, the
>(_ ______) . \| __ ___) / Boston-Atlanta Metropolitan Axis."
> / ____)| |\ \ | \ |__/ [
> \___________/ \___/ |__/ (__) [
Actually, we will be releasing a product called the "id Anthology" that has ALL
our old games in it, including all the ones we created for Softdisk: Slordax,
Shadow Knights, Rescue Rover 1 & 2, Dangerous Dave in the Haunted Mansion, Keen
Dreams, Hovertank and Catacombs 3D. All those games were created in one year,
which includes the 2nd Commander Keen trilogy we did for Apogee. That makes 11
games in one year. The year was 1991. Of course, Wolf3d and Spear of Destiny
and other stuff will be in the Anthology...
Currently, there is no date for the release of the Anthology. It is only in the
preproduction stage right now.
--
+-------------------------------+
| John Romero |
| johnr@idsoftware.com |
| id Software, inc. |
| Release date: When it's done. |
+-------------------------------+