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The Carmack & The DOOM

by Steve Gibson, Sep 21, 2000 3:58am PDT
Related Topics – DOOM 3

The final part of the interview with The Carmack about The DOOM and other topics is now online to check out. A lot of the Q&A is pretty interesting stuff, but above all other answers given by The Carmack I chose this one to be the most insightful and informative:

VE: Support for bump mapping? If there is, can you expand on that? Is it artist produced bumpmaps, or procedural? The Carmack: Oh, yes.
Also, JohnnyC made a post to /. about the Unreal visibility algorithm





Comments

53 Threads | 121 Comments

























  • Cliff Bleszinski's .plan file has been updated.
    Designer Epic MegaGames

    Here is a summary of the update made:

    "Uh, I must have been on dope the day that I wrote this question for Apache and Voodoo Extreme for their Carmack interview. I didn't finish the question. Crunch mode has a way of draining the brain. The question came across as such:

    >>The climate for a successful FPS has changed dramatically since Doom first hit the market. As great as Doom was, any game that comes out now and features 40 hours of mindless shooting with key/door/switch puzzles will be ravaged in the press and sales will suffer. Half Life didn't just raise the bar for SP FPS gaming, it destroyed it, and with the possible exception of System Shock 2 and Deus Ex no game has come close to capturing the public's heart...and gaming dollar.

    I meant to finish it with something like:

    >>Id is infamous for keeping "lean and mean" with their development team. How do you plan on competing with the raised bar of SP focused FPS gaming with such a lean and mean team now that gamers expect so much more?

    There.

    Now, I'll get back to my crackpipe. :P "



    :D epic guys smoking crack, no wonder!