[KDiZD] Community Information Thread (Update Page 18)
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- Posts: 487
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- Tormentor667
- Posts: 13530
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The only one I know of is Tim Willits, who got a job after he made Raven only a while after Doom II came out. I wasn't aware there were any others though...
But the chances of getting on the id staff for making a good Doom level nowadays would be nil. After all, level design in games today are no longer sector-based. It'd be pretty much useless. Your chances of getting on would be better if you made an unbelievably incredible Doom3 mod, and even then you'd still have to have some other experience or the like in game design, and even THEN you still wouldn't have a huge chance. Not how it works now from what I take...
But the chances of getting on the id staff for making a good Doom level nowadays would be nil. After all, level design in games today are no longer sector-based. It'd be pretty much useless. Your chances of getting on would be better if you made an unbelievably incredible Doom3 mod, and even then you'd still have to have some other experience or the like in game design, and even THEN you still wouldn't have a huge chance. Not how it works now from what I take...
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49056
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
I think the only qualification mappers need today is to slap together something not too badly looking from prefabricated parts in the shortest amount of time possible. None of the games I played recently showed any innovation in level design. The graphics were all nice but the quality of the levels most definitely was not.
Christian Antkov also used to make Doom levels.ace wrote:The only one I know of is Tim Willits, who got a job after he made Raven only a while after Doom II came out. I wasn't aware there were any others though...
Sounds like what is goin on in the Doom community these days.Graf Zahl wrote:I think the only qualification mappers need today is to slap together something not too badly looking from prefabricated parts in the shortest amount of time possible. None of the games I played recently showed any innovation in level design. The graphics were all nice but the quality of the levels most definitely was not.