Please create an account to participate in the Slashdot moderation system


Forgot your password?

John Romero Creates New Doom Level ( 104

jones_supa writes: Legendary game developer John Romero took to Twitter to spread the word that he has made a comeback to the world of Doom by designing an all new level. Romero's return to the game that jumpstarted his career in game development is a fun little Friday surprise for developers, especially Doom enthusiasts, some of whom are thanked in the readme file accompanying the level. The new level, E1M8B (ZIP), is described simply as "My Boss level replacement for e1m8...22 years later." E1M8 is, incidentally, the final level of Doom's first episode, Knee-Deep in the Dead.
This discussion has been archived. No new comments can be posted.

John Romero Creates New Doom Level

Comments Filter:
  • Play it, its good! (Score:5, Interesting)

    by Zombie Ryushu ( 803103 ) on Sunday January 17, 2016 @11:41AM (#51317841)

    Play it, its good! Play it with Brutal Doom V20B.

    • Curious, what tool or map editor did he use to make it with? Or is he so hardcore that he just opened a hex editor?

    • How, I am not seeing any option to open a level file.

      • If using doom legacy just open a console with tilde (~) and enter "map e1dm8b.wad". The level file should be placed wherever the main doom.wad is located. At least it worked for me.
    • by Anonymous Coward on Sunday January 17, 2016 @02:49PM (#51318451)

      Yes, take this map that was created and balanced for the base doom engine by one of the original designers (visplane overflow limitation aside), and play it with a mod that takes out the entirety of doom's gameplay and replaces it with a ton of resources cobbled together and stolen from 500 different products.

      The recommendation of Doom Legacy is a bit bizarre, that engine was all but abandoned years ago as far as I know. There are more sensible ways to play this map:

      Eternity Engine



      And if you want some window dressing to update the way the game feels, perhaps perkristian's smooth weapons ( or sound/music ( Or Smooth Doom by Gifty (

      • by Trilkk ( 2007802 )

        To run in PrBoom+, take your old doom.wad from the original, then run with:

        ./glboom-plus -iwad doom.wad -file e1m8b.wad -skill 4 -warp e1m8

        Or glboom-plus.exe on Windows.

      • by antdude ( 79039 ) [] seems to work fine on my old version in my very old, updated Windows XP Pro SP3 with other enhancement mods.

  • by Lisandro ( 799651 ) on Sunday January 17, 2016 @11:47AM (#51317873)

    Looks like a fun, well made level [].

  • by Ecuador ( 740021 ) on Sunday January 17, 2016 @11:58AM (#51317899) Homepage

    As long as he promises he won't try to make us his bitch, he can do what he wants...

    • There are a few game developers I would describe as "legendary", like Shigeru Miyamoto, Sid Meier, Will Wright, Roberta Williams, maybe even Peter Molyneux (over-hyping and under-delivering aside). John Romero is famous, but hardly legendary.

  • by __aaclcg7560 ( 824291 ) on Sunday January 17, 2016 @12:12PM (#51317939)

    Maybe I should dust off the cobwebs of a 64-player Quake 2 DM level that I spent ten years (1997-2007) turning into a sprawling mess? Nah...

    • by Anonymous Coward

      It wasn't cool when John Romero did it, it's definitely not cool when you do it.

      • John Romero was working on Daikatana when Quake 2 came out. One of the reasons why Daikatana got signficiantly delayed was because he switched from the Quake 1 engine to the Quake 2 engine. No way was he going to release a game that was a generation behind the latest game from John Carmack. And the color lighting in Quake 2 was so cool!
  • by Anonymous Coward

    I launched Doom95 on Windows 10 and it couldn't launch. First there was missing dplay.dll and after fixing it was issues with doomlaunch.dll. It ran very well on Windows 7. Any clues on making it run on Windows 10?

  • "legendary"? (Score:1, Flamebait)

    by argStyopa ( 232550 )

    Rather "infamous".

    You know how sometimes if you're working collaboratively on a big project, there's maybe a double-handful of people working really hard at their piece of the pie?

    And then there's this single brilliant guy that really leads the team by example, connecting those pieces and developing the cutting edge technologies that everyone else is going to implement to make a terrific new product?

    And then there's that ONE guy; the one that does pretty much fuck-all but somehow manages to suck all the ai

    • Oremor nhoj, em llik tsum ouy, emag eht niw ot!

    • Thing is, when Romero left id, their games stopped being games and started being tech demos.

      I don't know what exactly it was that he brought to the team, but it's clear that it was essential to the awesomeness that was Doom.

      And, in any case, he's still a great map designer. Just looking at this map makes this evident - it got the very authentic Doom feel to it, and is enjoyable to play.

  • Got to say, the map isn't balanced correctly compared to the other levels in the episode with this placed in. Pretty difficult, primary due to the lack of health littered through it. Fun map though.

  • John Romero is about to make you his bitch!

"Money is the root of all money." -- the moving finger