Appreciation for the ZDoom legacy
Posted: Wed Nov 10, 2021 9:08 pm
Happened to come across the Caco17 Lifetime Achievement tribute to Marisa Heit earlier today. As someone who first played classic Doom about 12 months ago (on GZ of course), I was previously unaware of it. So I decided to post it here to help others like me get more appreciation for the hard work and attention to detail that Heit and others did on ZDoom long ago, the fruits of which all of us on GZDoom or other descendents continue to benefit from.
I especially liked this passage:
So thank you Heit, Graf, Rachael, WildWeasel, and everyone else that have kept the train rolling all these years.
I especially liked this passage:
Just think, what would classic Doom gameplay be like without the console or other important features?Why, then, was ZDoom such a big deal? As if it being such a long-running project wasn't already something to be proud of, how did it become the de facto favorite among the legions of other Doom source ports available? I'd argue it's the sheer amount of options and capabilities. ZDoom hasn't always had the biggest feature list in the community, but its advances tended to come at the right time, and many of them were tied strongly to enhancing the quality of life for its players. Even as long ago as 1999's ZDoom 1.22, the port already ran in most varieties of Windows including NT, supported high resolutions and mouse look (already putting it several steps above Doom95), native support for DeHackEd patches (and their Boom-extended brethren), mixed-platform multiplayer, and a Quake 2-esque console. And that's to say nothing of its staggering amount of editing features, many of which were used liberally by authors like Kurt Kesler and Rex Claussen. I emphasize, this was back in 1999. The Doom source code had only been available for two years. And the train would only keep on rolling.
So thank you Heit, Graf, Rachael, WildWeasel, and everyone else that have kept the train rolling all these years.