Difference between revisions of "John Romero"

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[[Image:Jr.jpg|right|thumb|John Romero]]
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[[File:John Romero - Jason Scott interview.jpg|right|thumb|John Romero (2012)]]
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'''Alfonso John Romero''' (born October 28, 1967) is a famous figure in the computer gaming industry, and was a founding employee of [[id Software]]. He is considered a father of the first-person shooter video game genre due to his critical programming and design roles in the creation of ''[[Wolfenstein 3D]]'', ''[[Doom]]'' and ''[[Doom II]]'', and ''[[Quake]]''.
 +
 
 
==Biography==
 
==Biography==
'''Alfonso John Romero''' (born October 28, 1967) is a famous figure in the computer gaming industry. He worked for [[id Software]] from its founding in 1991 until 1996 and was involved in the creation of several milestone games including [[Wikipedia:Commander Keen|Commander Keen]], [[Wolfenstein 3D]], [[Doom]], [[Doom II]] and [[Quake]], as well as serving as an executive producer on [[Heretic]] and [[Hexen]]. [[Romero's head]] is the [[final boss]] at the end of [[MAP30: Icon of Sin|MAP30]] of Doom II, where it is sitting on a spike inside the head of the enormous goat-demon often known as the Icon of Sin (aka "Baphomet" or "Demon-spitter"). At the beginning of [[MAP30: Icon of Sin|MAP30]], the monster says something incomprehensible and evil sounding, which is actually the voice of John Romero saying "To win the game you must kill me, John Romero", backwards.
 
  
In 1996 Romero was fired from iD Software for "not working hard enough"<ref>John Carmack Interviews, http://www.scribd.com/doc/479479/John-Carmack-Archive-Interviews</ref>. Romero then co-founded [[Wikipedia:Ion Storm Inc.|Ion Storm Inc.]] in Dallas, Texas with id co-worker [[Tom Hall]], where he designed and produced Daikatana. The game's critical panning damaged Romero's reputation, who received popular blame for questionable development decisions worsened by his name being hyped in the game's early marketing. In particular, an infamous 1997 ad (by Ion's then-CEO Mike Wilson) with the slogan "John Romero's about to make you his bitch" upset many people. Romero left with Tom Hall immediately after the release of Hall's Anachronox game and the subsequent closing of the Dallas Ion Storm office. They then co-founded Monkeystone Games in July of 2001.
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Born in Colorado, John Romero began programming at age 11 in the student-run computer labs of {{wp|Sierra College}} in California.  While still a teenager, he published {{wp|Apple II}} games in hobbyist magazines such as ''{{wp|Nibble (magazine)|Nibble}}''.  He briefly attended Sierra College before dropping out to work at {{wp|Origin Systems}}, then {{wp|Softdisk}}.
 +
 
 +
Romero has been married three times, to Kelly Mitchell, Raluca Plesca, and {{wp|Brenda Brathwaite}}. He has three children, Michael, Steven, and Lillia.
 +
 
 +
===id Software===
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 +
After repeated conflicts with management over the direction of game development, several Softdisk employees departed to form id Software in 1991.<ref name="escape">[http://www.escapistmagazine.com/issue/55/3 The Escapist - John Romero: The Escapist Interview]. ''The Escapist''.</ref> Romero became a key figure in the creation of several seminal games including ''[[Wikipedia:Commander Keen|Commander Keen]]'', ''Wolfenstein 3D'', ''Doom'', and ''Quake'', as well as serving as an executive producer on [[Raven Software]]'s ''[[Heretic]]'' and ''[[Hexen]]''. As of 2017, Romero still considers ''Doom'' his proudest development achievement.{{cite web|author=noclip|title=John Romero's Irish Adventure - Noclip Profiles|url=https://www.youtube.com/watch?v=AJqWA3UPsPg|publication=YouTube|publishdate=31 January 2017|accessdate=10 April 2017}}
  
Between 1999 and 2003, Romero was involved with Stevie Case, a prominent female gaming industry figure who beat him in a Quake [[deathmatch]]. Until their breakup in early 2003, Case was the chief operating officer of Monkeystone Games.
+
===Ion Storm===
  
In 2002, he put his Ferrari up for auction on eBay. Heavily modified, one could plug a laptop into the parallel port in the back of the passenger's seat, and tune the engine while running.
+
In 1996 Romero was forced to resign from id Software for "not working hard enough"<ref>John Carmack Interviews, http://www.scribd.com/doc/479479/John-Carmack-Archive-Interviews</ref>.  Romero then co-founded [[Wikipedia:Ion Storm Inc.|Ion Storm]] in Dallas, Texas with id co-worker [[Tom Hall]], where he designed and produced ''{{wp|Daikatana}}''.  That game's critical and commercial failure damaged Romero's reputation, earning him popular blame for questionable development decisions worsened by his name being hyped in the game's early marketing.  In particular, an infamous 1997 ad (by Ion's then-CEO [[Mike Wilson]]) with the slogan "John Romero's about to make you his bitch" upset many people.{{cite web archived|author=Reparaz, Mikel|title=The Top 7... PR disasters|url=http://www.gamesradar.com/the-top-7-pr-disasters/5/|publication=GamesRadar+|publishdate=2007-03-21T23:04:59.79Z|accessdate=2 December 2021|archiveurl=https://web.archive.org/web/20191017215921/https://www.gamesradar.com/the-top-7-pr-disasters/5/|archivedat=archive.org}} Romero left with Tom Hall immediately after the release of Hall's ''{{wp|Anachronox}}'' game and the subsequent closing of the Dallas Ion Storm office.
  
In mid-October 2003, Romero joined Midway Games as Project Lead on ''Gauntlet: Seven Sorrows''. While he continued to maintain his working relationship with Monkeystone, Lucas Davis took over running the office. The Monkeystone team moved to Austin, Texas to work on Midway's ''Area 51'' title until its release. Monkeystone Games closed down in January 2005. John moved from Project Lead to Creative Director of Internal Studio during this time.
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===Monkeystone Games===
  
At the end of June 2005, Romero left Midway Games mere months before the completion of ''Gauntlet: Seven Sorrows''.
+
Romero and Hall co-founded {{wp|Monkeystone Games}} in July 2001. Between 1999 and 2003, Romero was romantically involved with {{wp|Stevie Case}}, a prominent female gaming industry figure who beat him in a ''Quake'' [[deathmatch]].  Until their breakup, Case was the chief operating officer of Monkeystone. Monkeystone released around 15 games during its short lifespan of three and a half years. Some highlights of their developments included ''{{wp|Hyperspace Delivery Boy!}}'', ''{{wp|Congo Cube}}'', and a version of ''{{wp|Red Faction}}'' for the Nokia {{wp|N-Gage (device)|N-Gage}}.
  
On August 31, 2005 Romero confirmed that since leaving Midway he has been hard at work on a yet-to-be-announced project at his [http://www.eurogamer.net/article.php?article_id=60965 newly opened development studio], preliminarily named Slipgate Ironworks. "For the record," Romero writes, "I'm co-founder of a new game company in the Bay Area and am much better off in many ways than I was at Midway." A shroud of secrecy lies over the company and its secret project.
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===Midway Games===
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[[File:Jr.jpg|thumb|200px|right|Romero in 2004]]
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In October 2003, he joined [[Midway Games]] as project lead on ''{{wp|Gauntlet: Seven Sorrows}}''.  While he continued to maintain his working relationship with Monkeystone, Lucas Davis took over running the office.  The Monkeystone team moved to {{wp|Austin, Texas}} to work on Midway's ''{{wp|Area 51}}'' until its release.<ref>{{wp|Retro Gamer magazine}}, issue 75: In the Chair with ... John Romero (pages 78-89)</ref>  Monkeystone Games closed in January 2005. John moved from project lead to creative director of internal studio during this time, but then left Midway in June 2005, only months before the completion of ''Gauntlet: Seven Sorrows''.
  
In January 2004, he married Raluca Alexandra Plesca in her home country of Romania and hometown of Bucharest.
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===Slipgate Ironworks/Gazillion Entertainment===
  
In October 2012, he married {{wp|Brenda Brathwaite|Brenda Garno/Brathwaite}} at Disneyland.
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On August 31, 2005, Romero confirmed that he was working on a yet-to-be-announced MMOG at his newly opened development studio, Slipgate Ironworks.<ref>[http://www.eurogamer.net/article.php?article_id=60965 News - John Romero's new studio]. September 21, 2005. Eurogamer.</ref> It was reported that the name was temporary. "For the record," Romero wrote, "I'm co-founder of a new game company in the Bay Area and am much better off in many ways than I was at Midway". He said that he would not reveal anything about the company or the game until 2007. On March 17, 2009 it was announced that Slipgate Ironworks was part of Gazillion Entertainment.<ref>[http://www.gazillion.com/news/march_1.php Gazillion in agreement with Marvel Entertainment to bring iconic super heroes to massively multiplayer games audience, unveils new company and studios] March 17, 2009. {{deadlink|date=June 2011}}</ref> Along with venture capitalist Rob Hutter and investor Bhavin Shah, Romero was a co-founder of Gazillion.
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Romero departed Gazillion Entertainment in November 2010 to form a social game company called Loot Drop alongside Brenda Brathwaite.<ref name="lootdrop">http://lootdrop.com/about/ Loot Drop's About page</ref> His longtime co-worker, Tom Hall joined the company on January 1, 2011.
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===Romero Games===
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In August 2014, in a Super Joystiq Podcast at {{wp|Gamescom 2014}} Romero announced that he was about to make a new shooter, stating that he was working with a concept artist and he had some cool imagery for the main character. The Romero Games label currently continues as an independent publisher for games created by members of Romero's family, with the newest release as of 2017 being ''Gunman Taco Truck''.
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 +
In 2019{{cite web|author=Paradox Interactive|title=Romero Games Announces Empire of Sin|url=https://www.bluesnews.com/s/200940/romero-games-announces-empire-of-sin|publication=Blue's News|publishdate=11 June 2019|accessdate=13 August 2020}}, Romero Games announced "Empire of Sin", a turn-based strategy game set in 1920s Prohibition-era Chicago. Published by Paradox Interactive, the game is scheduled to be released in the fall of 2020 on PC/Mac, Nintendo Switch, Xbox One and Playstation 4{{cite web|author=Paradox Interactive|title=Paradox Financials - Empire of Sin Delayed to Fall|url=https://www.bluesnews.com/s/208225/paradox-financials-empire-of-sin-delayed-to-fall|publication=Blue's News|publishdate=18 February 2020|accessdate=13 August 2020}}.
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===Night Work Games===
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In April 2016, Romero announced a partnership with [[Adrian Carmack]] to create a new FPS entitled ''Blackroom'', describing their vision as a visceral, varied and violent shooter that harkens back to classic FPS play with a mixture of exploration, speed, and intense, weaponized combat. They were seeking $700,000 via Kickstarter to see the project to completion and anticipated a launch in late 2018.{{cite web|url=http://www.blackroomgame.com/|title=Blackroom|publisher=}}{{cite web|url=http://www.bbc.co.uk/news/technology-36158610|title=Doom creators seek cash for 'classic' shooter|publisher=}} However, due to negative reception of the Kickstarter campaign regarding a lack of tangible material related to the pitch, the project was put on hiatus.
  
 
==Levels by Romero==
 
==Levels by Romero==
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* [[E1M2: Nuclear Plant (Doom)|E1M2: Nuclear Plant]]
 
* [[E1M2: Nuclear Plant (Doom)|E1M2: Nuclear Plant]]
 
* [[E1M3: Toxin Refinery (Doom)|E1M3: Toxin Refinery]]
 
* [[E1M3: Toxin Refinery (Doom)|E1M3: Toxin Refinery]]
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* [[E1M4: Command Control (Doom)|E1M4: Command Control]] (with Tom Hall)
 
* [[E1M5: Phobos Lab (Doom)|E1M5: Phobos Lab]]
 
* [[E1M5: Phobos Lab (Doom)|E1M5: Phobos Lab]]
 
* [[E1M6: Central Processing (Doom)|E1M6: Central Processing]]
 
* [[E1M6: Central Processing (Doom)|E1M6: Central Processing]]
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* [[MAP26: The Abandoned Mines (Doom II)|MAP26: The Abandoned Mines]]
 
* [[MAP26: The Abandoned Mines (Doom II)|MAP26: The Abandoned Mines]]
 
* [[MAP29: The Living End (Doom II)|MAP29: The Living End]]
 
* [[MAP29: The Living End (Doom II)|MAP29: The Living End]]
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===PWADs===
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====2016====
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* [[Tech Gone Bad]]
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* [[Phobos Mission Control]]
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====2019====
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* [[SIGIL]] (Episode)
  
 
==Design rules==
 
==Design rules==
When designing levels for Doom, Romero came up with several rules, among them:
+
While designing levels for Doom, Romero documented several rules, among them:
 
* ''always changing floor height when I wanted to change floor textures''
 
* ''always changing floor height when I wanted to change floor textures''
 
* ''using special border textures between different wall segments and doorways''
 
* ''using special border textures between different wall segments and doorways''
Line 49: Line 78:
 
* ''being strict about designing several secret areas on every level''
 
* ''being strict about designing several secret areas on every level''
 
* ''making my levels flow so the player will revisit areas several times so they will better understand the 3D space of the level''
 
* ''making my levels flow so the player will revisit areas several times so they will better understand the 3D space of the level''
* ''creating easily recognizable landmarks in several places for easier navigation'' [http://archive.gamespy.com/articles/december03/doom/romero/]
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* ''creating easily recognizable landmarks in several places for easier navigation'' {{cite web archived|author=Turner, Benjamin|title=DOOM: 10 Years of Hell - Creating DOOM: Romero Remembers|url=http://archive.gamespy.com/articles/december03/doom/romero/|publication=GameSpy.com|publishdate=12 Dec 2003|accessdate=20 Dec 2017|archiveurl=https://web.archive.org/web/20080830035843/http://archive.gamespy.com/articles/december03/doom/romero/index.shtml|archivedat=archive.org}}
  
==Notes==
+
==Trivia==
*John Romero is a character in [[Mike Watson|Mike "Cyb" Watson]]'s modification [[MassMouth 2]].
+
* John likes listening to [[wikipedia:Heavy metal|heavy metal music]]. He supplied [[Bobby Prince]] a large number of heavy metal records, which was [[Musical inspirations behind Doom's music|the inspiration for the MIDI rock music]] used in ''Doom'' and ''Doom II''.
*John likes listening to [[wikipedia:Heavy metal|heavy metal music]]. He supplied [[Bobby Prince]] a large number of [[wikipedia:heavy metal|heavy metal]] records, which was the inspiration for the MIDI rock music used in [[Doom 1]] and [[Doom 2]].
+
* John Romero is a character in [[Mike Watson|Mike "Cyb" Watson]]'s modification [[MassMouth 2]].  In addition, Daikatana is given as a prize for saving Worm and killing Romero.
 +
*In [[Action Doom]], the first level contains an ad "[[Scuba Steve]] is a whiny little bitch", a reference to the Daikatana ad.  A Daikatana box also sits on the table in the player's room on the final level.
 +
* In 2002, Romero put his {{wp|Ferrari}} up for auction on eBay.  Heavily modified, one could plug a laptop into the {{wp|parallel port}} in the back of the passenger seat, and tune the engine while it was running.
 +
* [[Romero's head]] can be found within the [[final boss]] of Doom II (see [[MAP30: Icon of Sin]]).  As the monster awakens, it makes an incomprehensible and evil-sounding noise, which is actually Romero's voice saying "To win the game you must kill me, John Romero" played backwards.
  
*Daikatana was referenced in two Doom WADs:
+
==Sources==
**In [[Action Doom]], the first level contains an ad "[[Scuba Steve]] is a whiny little bitch" - a reference to the Daikatana ad.
+
* [[Masters of Doom]]
**In the last level of Action Doom, a Daikatana box is on the table in the player's room.
+
* {{wikipedia|title=John Romero}}
**In MassMouth 2, Daikatana is given as a prize for saving Worm and killing Romero.
+
* {{wikipedia|title=Ion Storm}}
 
+
* [https://web.archive.org/web/20130416031813/http://rome.ro/lee_killough/history/levels.shtml Doom level design credits] (archived)
== References ==
 
<references />
 
  
 
== External links ==
 
== External links ==
* [http://rome.ro/ Planet Romero]
 
 
* [http://www.mobygames.com/developer/sheet/view/developerId=817/ MobyGames' rap sheet on Romero]
 
* [http://www.mobygames.com/developer/sheet/view/developerId=817/ MobyGames' rap sheet on Romero]
 +
* [http://www.doom2.net/bahdko/romero.html BahdKo's description of: John Romero] at Doom2.net
 +
* [https://slayersclub.bethesda.net/en/article/1vt4DnYWjIz6T8KbegBs8G/nods-to-mods-interview-john-romero Interview] at [[Slayers Club]]
  
==Sources==
+
== References ==
* {{wikipedia|title=John Romero}}
+
<references />
* [[Masters of Doom]]
 
* [http://rome.ro/lee_killough/history/levels.shtml Doom level design credits]
 
  
 
{{Id Software}}
 
{{Id Software}}
[[Category:Id Software employees|Romero, John]]
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{{DEFAULTSORT:Romero, John}}
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[[Category:Id Software employees]]
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[[Category:Mappers]]
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[[Category:Programmers]]
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[[Category:Cacoward winners]]

Revision as of 19:55, 2 December 2021

John Romero (2012)

Alfonso John Romero (born October 28, 1967) is a famous figure in the computer gaming industry, and was a founding employee of id Software. He is considered a father of the first-person shooter video game genre due to his critical programming and design roles in the creation of Wolfenstein 3D, Doom and Doom II, and Quake.

Biography

Born in Colorado, John Romero began programming at age 11 in the student-run computer labs of Sierra College in California. While still a teenager, he published Apple II games in hobbyist magazines such as Nibble. He briefly attended Sierra College before dropping out to work at Origin Systems, then Softdisk.

Romero has been married three times, to Kelly Mitchell, Raluca Plesca, and Brenda Brathwaite. He has three children, Michael, Steven, and Lillia.

id Software

After repeated conflicts with management over the direction of game development, several Softdisk employees departed to form id Software in 1991.[1] Romero became a key figure in the creation of several seminal games including Commander Keen, Wolfenstein 3D, Doom, and Quake, as well as serving as an executive producer on Raven Software's Heretic and Hexen. As of 2017, Romero still considers Doom his proudest development achievement.[2]

Ion Storm

In 1996 Romero was forced to resign from id Software for "not working hard enough"[3]. Romero then co-founded Ion Storm in Dallas, Texas with id co-worker Tom Hall, where he designed and produced Daikatana. That game's critical and commercial failure damaged Romero's reputation, earning him popular blame for questionable development decisions worsened by his name being hyped in the game's early marketing. In particular, an infamous 1997 ad (by Ion's then-CEO Mike Wilson) with the slogan "John Romero's about to make you his bitch" upset many people.[4] Romero left with Tom Hall immediately after the release of Hall's Anachronox game and the subsequent closing of the Dallas Ion Storm office.

Monkeystone Games

Romero and Hall co-founded Monkeystone Games in July 2001. Between 1999 and 2003, Romero was romantically involved with Stevie Case, a prominent female gaming industry figure who beat him in a Quake deathmatch. Until their breakup, Case was the chief operating officer of Monkeystone. Monkeystone released around 15 games during its short lifespan of three and a half years. Some highlights of their developments included Hyperspace Delivery Boy!, Congo Cube, and a version of Red Faction for the Nokia N-Gage.

Midway Games

Romero in 2004

In October 2003, he joined Midway Games as project lead on Gauntlet: Seven Sorrows. While he continued to maintain his working relationship with Monkeystone, Lucas Davis took over running the office. The Monkeystone team moved to Austin, Texas to work on Midway's Area 51 until its release.[5] Monkeystone Games closed in January 2005. John moved from project lead to creative director of internal studio during this time, but then left Midway in June 2005, only months before the completion of Gauntlet: Seven Sorrows.

Slipgate Ironworks/Gazillion Entertainment

On August 31, 2005, Romero confirmed that he was working on a yet-to-be-announced MMOG at his newly opened development studio, Slipgate Ironworks.[6] It was reported that the name was temporary. "For the record," Romero wrote, "I'm co-founder of a new game company in the Bay Area and am much better off in many ways than I was at Midway". He said that he would not reveal anything about the company or the game until 2007. On March 17, 2009 it was announced that Slipgate Ironworks was part of Gazillion Entertainment.[7] Along with venture capitalist Rob Hutter and investor Bhavin Shah, Romero was a co-founder of Gazillion.

Romero departed Gazillion Entertainment in November 2010 to form a social game company called Loot Drop alongside Brenda Brathwaite.[8] His longtime co-worker, Tom Hall joined the company on January 1, 2011.

Romero Games

In August 2014, in a Super Joystiq Podcast at Gamescom 2014 Romero announced that he was about to make a new shooter, stating that he was working with a concept artist and he had some cool imagery for the main character. The Romero Games label currently continues as an independent publisher for games created by members of Romero's family, with the newest release as of 2017 being Gunman Taco Truck.

In 2019[9], Romero Games announced "Empire of Sin", a turn-based strategy game set in 1920s Prohibition-era Chicago. Published by Paradox Interactive, the game is scheduled to be released in the fall of 2020 on PC/Mac, Nintendo Switch, Xbox One and Playstation 4[10].

Night Work Games

In April 2016, Romero announced a partnership with Adrian Carmack to create a new FPS entitled Blackroom, describing their vision as a visceral, varied and violent shooter that harkens back to classic FPS play with a mixture of exploration, speed, and intense, weaponized combat. They were seeking $700,000 via Kickstarter to see the project to completion and anticipated a launch in late 2018.[11][12] However, due to negative reception of the Kickstarter campaign regarding a lack of tangible material related to the pitch, the project was put on hiatus.

Levels by Romero

John Romero's head on a stick

Doom/Ultimate Doom

Doom II

PWADs

2016

2019

Design rules

While designing levels for Doom, Romero documented several rules, among them:

  • always changing floor height when I wanted to change floor textures
  • using special border textures between different wall segments and doorways
  • being strict about texture alignment
  • conscious use of contrast everywhere in a level between light and dark areas, cramped and open areas
  • making sure that if a player could see outside that they should be able to somehow get there
  • being strict about designing several secret areas on every level
  • making my levels flow so the player will revisit areas several times so they will better understand the 3D space of the level
  • creating easily recognizable landmarks in several places for easier navigation [13]

Trivia

  • John likes listening to heavy metal music. He supplied Bobby Prince a large number of heavy metal records, which was the inspiration for the MIDI rock music used in Doom and Doom II.
  • John Romero is a character in Mike "Cyb" Watson's modification MassMouth 2. In addition, Daikatana is given as a prize for saving Worm and killing Romero.
  • In Action Doom, the first level contains an ad "Scuba Steve is a whiny little bitch", a reference to the Daikatana ad. A Daikatana box also sits on the table in the player's room on the final level.
  • In 2002, Romero put his Ferrari up for auction on eBay. Heavily modified, one could plug a laptop into the parallel port in the back of the passenger seat, and tune the engine while it was running.
  • Romero's head can be found within the final boss of Doom II (see MAP30: Icon of Sin). As the monster awakens, it makes an incomprehensible and evil-sounding noise, which is actually Romero's voice saying "To win the game you must kill me, John Romero" played backwards.

Sources

External links

References

  1. The Escapist - John Romero: The Escapist Interview. The Escapist.
  2. noclip (31 January 2017). "John Romero's Irish Adventure - Noclip Profiles." YouTube. Retrieved 10 April 2017.
  3. John Carmack Interviews, http://www.scribd.com/doc/479479/John-Carmack-Archive-Interviews
  4. Reparaz, Mikel (21 March 2007). "The Top 7... PR disasters." GamesRadar+ (archived 🏛). Retrieved 2 December 2021.
  5. Retro Gamer magazine, issue 75: In the Chair with ... John Romero (pages 78-89)
  6. News - John Romero's new studio. September 21, 2005. Eurogamer.
  7. Gazillion in agreement with Marvel Entertainment to bring iconic super heroes to massively multiplayer games audience, unveils new company and studios March 17, 2009. [dead link (since June 2011)]
  8. http://lootdrop.com/about/ Loot Drop's About page
  9. Paradox Interactive (11 June 2019). "Romero Games Announces Empire of Sin." Blue's News. Retrieved 13 August 2020.
  10. Paradox Interactive (18 February 2020). "Paradox Financials - Empire of Sin Delayed to Fall." Blue's News. Retrieved 13 August 2020.
  11. "Blackroom."
  12. "Doom creators seek cash for 'classic' shooter."
  13. Turner, Benjamin (12 December 2003). "DOOM: 10 Years of Hell - Creating DOOM: Romero Remembers." GameSpy.com (archived 🏛). Retrieved 20 December 2017.
id Software
Doom era
(1993-2003)
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Doom 3 era
(2004-2008)
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ZeniMax era
(2009+)
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