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As Classic Doom's development progressed in 1993, the game's levels were taking shape. Some of these maps, however, never made it into the final release, for a number of reasons, the main one being that id Software gradually shifted away from Creative Director Tom Hall's early concepts, as described in his "Doom Bible," and developed a new vision for their game that kept very few of the old ideas.
In this episode we will take a look at these "dropout" maps, explore their lonely dark corners, and see what could have been. Not surprisingly, they are quite unfinished and rough, but hold some interesting details as well.
We'll be dealing with the Doom Alphas here, so there will be no sound or music. It seems these features were among the last to be programmed into the game...