"Last Quake video was kind of a downer so this one will be fun" "Okay so Trent Reznor probably didn't spike American McGee's drink with PCP but someone did and no one knows who."
So someone spiked American McGee's drink with PCP during dinner and Sandy was the only one with an alibi. How did Sandy know he'd need to have an alibi for that dinner?
what I find confusing is that someone chose this, instead of something that, you know, wouldn't have the non-miniscule chance of accidentally causing your heart to explode? was someone trying to "grease palms" to get a special deal??
I've seen things... seen things you little people wouldn't believe. Attack ships on fire off the shoulder of Orion bright as magnesium... Or at least I've partied so hard with NIN that I think I've seen those things. PCP is a hell of a drug! Whew boy.
@@ULTRAOutdoorsman I think Sandy’s explanation of the need to believe you are awesome when you are a small gaming company provides a decent explanation. I would say that it is a very common aspect of human nature that great success is the enemy of humbleness. Which is what you need in spades when you are accepting that someone else’s idea is better than yours.
"The Jaguar is super fun to program for!" Considering how it was apparently a nightmare to code for, only someone like Carmack could feasibly utter such a sentence. I believe it.
I always thought that the main thrust of that complaint was that ridiculous controller. And with that said, for a console gamer it IS ridiculous - but from a PC gamer standpoint its more like "oh cool, a keyboard redesigned to sort all the common hot keys". So I can see that. Plus, programmers love challenges and figuring out how to make code do things. So put both together....and yeah. lol.
If you recall any more memories from id software, don't be afraid to make more of these videos. They are absolutely the best. I am sure people would also love to hear similar stories from Ensemble Studios.
You probably did console gamers in general a favour by redesigning those Doom levels. Even though the Jaguar wasnt successful they were used in a bunch of other ports. The first half of Playstation Doom runs better than the 2nd half
@@Jay_Sullivan Yesterday I was playing Quake 2 and noticed a crashed landing pod with a dead body next to it. On the landing pod was written "Willits". Got a chuckle out of it after watching Sandy's videos.
@@Jay_Sullivan I'm assuming he is the snake in the grass Sandy was not naming, simply by omission. Would be interesting to see Willit's take and how many ID employees defend/refute his stories.
@@Fuchsia_tude He was more a business guy than actual developer right? I see he ended up at Epic though. Pretty long career in biz dev if that's the case.
Oh neat... I never saw a Jaguar box before, but when companies try to theme brands around "panthera" cats they usually get the eyes wrong, because their pupils aren't slits like most other cats. It's a small thing, but it's neat that Atari actually got it right. ...should have the nose though. boopable bigcat nose
I remember this really smart kid in jr.high got the full beta from someone on I.R.C. what feels like a month before I ever saw the shareware on shelves. Took up 14 floppys i think, last boss level was different and not finished. I tried so hard through command-lines to make multiplayer work (wasnt done yet) and then seeing a website where a couple a guys made the first mod i had ever seen where you could throw the axe, then they later made a jet mod! Quake blew my mind and changed my life, and I always wondered who Sandy Peterson was, who was that guy on I.R.C. that leaked it (inside job?) Who made qcrack (inside job?) And whatever happened to those guys who made the very first mods for quake. Thanks Sandy you're awesome!
I know iD had a few trusted individuals outside the company they sent builds to for alpha and beta testing back in the 90s. One of those could have well been the source.
I like that you briefly talked about Unreal, I always wondered what your opinion on that was. I remember the big outdoor areas were a highlight of that game and their tech.
Sandy, Quake was an incredible part of my life when I was growing up, it sunk in deep. It felt more like an experience than 'just a game' (even now, I kept looking at the gameplay with excitement :)). It gave me countless hours of joy and entertainment. I know it was a team effort, but still - thank you for your amazing achievement! It's really fun seeing those videos after all those years, wishing you the best with your channel and everything.
Quake Deathmatch was FUCKING LEGENDARY. Not a day goes by that I don't long for the days of Quake Deathmatch and screaming bloody murder and laughing so fucking hard that I literally could not breath. I loved to jump into the water with the Lightning Gun and discharge into the water. Seeing two quakers running down the hallway in front of me both shouldering each other to get into the slipgate and when they both disappear the telefrag sound happening, never laughed so hard in my life. I remember when we finally got the 56k modem and the difference was like night and day compared to the 28.8 modem. You cannot play Quake Deathmatch quietly and no one in the house slept during deathmatch.
5:00 “Not Invented Here” thinking is a reason why Japanese fighting game developers took so long to adopt rollback netcode instead of delay. Rollback was devel around 2006ish IDK exactly when and the first Japanese fighting game to use it was nearly a decade later and Capcom built their own netcode engine from scratch to do so.
As a christian quake fan its cool to hear that Sandy is one too! I have never cared about churches and religious imagery being used in violent games/movies since its part of the artstyle! Its there to strike a mood. Would be interesting to hear more about how you feel about stuff like this sometime. Great video, keep it up!
Wait a sec, but there are still maps where you step on a button with Christ's face. I think E3M3 has one in a corridor with a lava pit where the shooting nails trap is.
@@SandyofCthulhu Are you referring to this level, E3M3? It looked more like an Incan/Aztec face than it did Jesus, like a texture you'd see in Tomb Raider: ruclips.net/video/RRdglNNJ3Vw/видео.html
When it comes to games, Quake was my first true love. I still play it from time to time, and I still love seeing "behind the scenes" and "making of" style videos. Please keep the Quake stories coming, thank you!
Sandy, I really appreciate these videos! I'm not an aficionado on all of the games you've worked on, but I've played several of them!.. And I'm aware of most of them! Really digging your insight. Thanks!
This channel is unironically one of my favorites. Your lengthy career has touched my life in so many ways over 30+ years (video games, boardgames, RPGs) that every video takes me back to better days. Your name is now one of my top motivators to buy books!
4:30 - I always thought Unreal's approach to level design was way more intuitive than Quake's. Create a brush the size you want, select a texture.... subtract... boom, complete room, no leaks.
Hunting down your leaks was usually the worst part of mapping in Quake and Source. So many people gave up on hunting them down and fixing them, and you ended up with tons of user made levels that were full bright (leaks still present) or ran like crap (designer put a massive box around the map to "fix" the leaks.) Unreal was nicer to map for, except for the fact the first level editor was written in Visual Basic and ran terribly. UnrealEd 2 written in C++ was much better, but didn't come out until Unreal Tournament.
As a Dev, its nice to get a personal spin on not only how levels got designed but more importantly WHY. Honestly Sandy, you are like a guru, when im lost for inspiration for a map layout I always fire up DOOM and just Rip and Tear for a while and before long im back at the keyboard hammering away at a new layout. You guys were the indies of your time!
I enjoy these "a grab-bag of unrelated stories" videos. Also, I feel compelled to mention that The Elder World did interesting things with darkness (like having monsters or secrets hiding within), and none of the other episodes were as willing to let areas be shrouded in gloom in order to creep the player out. Episode 4 would be my favorite one if it wasn't for all the Spawns. :P
About the Jesus Christ images in Quake 1: there is a kind of "small tribute" to Quake 1 in Quake 3 Arena. In the level: "Grim Dungeons", in the underground part where you can take the lighting gun, at your rigth, you can see, in the wall a giant sculpt of Jesus Christ as stuck in the wall, in a clear reference to the big texture wall in levels like Ziggurath Vertigo, and many others.
Question, do you know anything about the development of the game Strife? I understand you guys licensed the Doom tech to them, but it was an insanely forward looking open world FPS RPG hybrid in the Doom engine. I always thought it might have inspired Tom Hall to go on to do Deus Ex
@@SandyofCthulhu That was by the Raptor: Call of the Shadows guys, right? Why did they suddenly want to jump from top-down 2d scrolling rail shooters to something as ambitious as one of the earliest ever FPS/RPG hybrids? And how did you know they could pull that off, especially since none of those gameplay elements aside from the graphics engine and shooting were in the Doom engine?
@@SandyofCthulhu I'd love to see a video about things related to the game Strife. I've got a weird love of that game after having played a demo of it on one of those "2,000 shareware games" CDs back in the day.
The main inspiration for the gameplay of Deus Ex was very obviously Ultima underworld, System shock and Thief which Warren Spector had worked on under Blue sky productions/Looking glass. Ultima underworld is like finding rabbit fossils in the precambrian; it is an anomaly that shouldn't exist; like aliens made a game for the 386 and plopped it down in 1992. It looks kind of quaint now, but you have to remember that it was the first immersive sim game of any kind that wasn't a space sim (like Elite). You didn't control a party; you controlled *you*. You didn't move in blocky steps and 90-degree turns; it was textured 3D first person and you could look up and down, there was sloped floors, sloped walls, level over level/bridges. It had factions and reputation systems; none of the intelligent creatures were monsters and you could make friends with and talk to them all, but there were competing factions so you could not be friends with all of them simultaneously. Every puzzle had to be solvable in different ways; the game wouldn't soft-lock you if you picked a certain faction; it was very Deus ex. Stealth sort of emerged out of the simulation; detection range was lower in poorly lit areas (yes, lighting, in a 1992 game) and when you moved slowly. The game had jumping, and swimming. It had an automap you could take notes on instead of using pen and paper. It's main drawback is that it wasn't as immediate and didn't run as well as Wolfenstein 3D. It ran pretty slow at the time and needed a "powerful" 386, and it ran in a much smaller window than full screen.
Speaking of Unreal...Since Unreal was really a "Crysis of 1998." (at least from a technical perspective, graphics in particular), I was wondering how did John Carmack react to Unreal and Unreal engine in general. I mean, he was so into coding and pushing the envelope that I feel he must've said *something*. :) Was he impressed or not really? How did the rest of the team feel about it?
The team, except for me, constantly slagged off on how terrible Unreal was. Though actually I don't recall John Carmack saying anything negative. Or really anything at all.
Apparently, during an interview in 2001, John Carmack complimented Unreal Engine for several technical achievements, mainly for pushing toward direct colour.
Hi, Sandy. It's great to watch these Quake videos. The insight into the company dynamics is cool too. I enjoyed getting to test the single player out at id back before release.
This is fascinating to me. Back then I just played the games, but was vaguely aware of the peopel making them. It's so interesting to hear about what went on.
If that Jesus floor button made it into the game, I would have been 100% sure it was intentional and just thought that it shows how the enemies in quake feel about him
I hope we hear about Quake 2. That was some messed up $#!7, and I'm curious about the bts on that. Q1 was a lot more "kill zombies and horrors and brown things, and then shub niggurath, who you're going to need to look up how to beat." Q2 was this industrial nightmare that really messed with my brain. It's like that one lovecraft story with the brain jars that I cannot come up with the title of today. Love this series, BTW! Looking back, seeing things from different eyes. Q2 was about the time I bought my first CoC edition, and then found no one interested in playing. :(
I'd love to see a free Doom 3 total conversion with 2 episodes, one by Sandy Petersen & one by John Romero. If it was available in a custom box I'd buy one before I finished typing this.
I just installed it and started playing. It's amazing truly. More fun than Doom I feel. But I don't like how Quake 2 departed from the story of Quake 1.
I really appreciate how you took "walking on Jesus face" not too serious. Thanks for all the efforts you did on delivering great games. Best regards from the country that banned everything you did: Germany.
I used to LOVE the Fury demo when I was a kid. Played it so much. Have never played the full game but I did find Hellbender (I think that's what it's called?) It's sequel at a pawn shop a few years back. Haven't played it much though had an issue getting it running, I wanna give it another bash now you've reminded me about it!
The ending of Episode 2 (The level with the elevator). John Romero designed it to resemble a ride at disneyland/disneyworld. I know this because I spoke to Romero way back in the early 2000's. This is probably a fact that not a lot of people know about. Maybe you know Sandy but not the public. Did you know that?
5:52 when I was... ffff5... 4... when I was four, and I fought and killed my first shambler, I was excited at the idea of obtaining that power. I was like "I'm gonna shoot lightning from my hands!" I won't lie. I was disappointed with the look of the lightning gun. It was indeed. Just a gun. But it was utterly awesome! Incredibly cool concept. Then, Quake Champions came out with the "Shambler Hand" skin, and I was like ahh... all is right in the world.
Sandy mentioned working on the Age of Empires series though I don't think I can't find his name on the credits of my favorite ensemble studios game Age of Mythology. I'm sure if Sandy did work on it he'd push to have the cthulhu mythos as a playable pantheon.
Funny thing, BSP as used in Quake engine is specifically a space carved out of a cube! That it isn't constructed that way in the editor but more like a bunch of slabs, seems more like a disadvantage than an advantage... i mean a simple room with a corridor attached is two prims when you're carving the space, but at least a dozen when you build it additively! And then Quake map compiler still goes in and converts everything into the shell of the traversable inner space... aka stuff carved out of the bounding cube.
I really appreciated the additive world building in Quake engine games. I found the Unreal subtractive system mind bending. Like you're underground, mining out a level. Or in some alternative dimension where instead of an endless void, there is endless solidness. Whooooaaaa! 😵 I was only 14 😊 (Leaks be damned)
That "stuck in a rut" bit reminds me of Creative Assembly. Make a bunch of games in the Total War series, release Alien: Isolation (a fantastic first person survival horror game with a great in house engine), then go back to Total War lol.
One of my favorite things about the weapons in Quake is that it's not totally clear exactly which world they're from. I always thought that added a lot to the atmosphere.
The more I learn about him the more I'm convinced American Mcgee is the result of someone saying "I wish I came up with Doom" to a monkey's paw. Hope he's doing ok now because man he could not catch a break.
Is the original Quake Hammer buried somewhere in Texas? Did you and everyone in the old crew take a piece of it like Andúril in hopes that someday a new hope would reassemble it for a new Quake?
Sandy, besides working at iD and Ensemble (making all my favorite games thank you) Did you not consider working with American McGee on the Alice series? They were very cool and your art style would have fitted right in!
I've read about id's crazy history in the masters of doom book which mentions you in some detail but it's nice to hear all your individual stories from that time.
"We're going to do something more positive this time- TRENT REZNOR DID NOT PUT PCP IN AMERICAN MCGEE’S DRINK"
I mean, if Pantera was there it's the smart money that it was them lol.
@@terraneaux Exactly
Oof
Someone spikes American McGee's drink with PCP, he got sick, went home, and created the Alice series that night.
It seems like American McGee never seems to catch a break 😭
Tortured soul, I hope he is doing good these days...
But does he deserve one?
@@meanmole3212 he’s got a RUclips channel and is trying to get another Alice game approved by EA
@@badonkadonk8212 I wish him luck. On the first Alice game EA totally screwed Rogue Entertainment (and I assume American).
@@SandyofCthulhu Me too! I loved both Alice games so it would be a treat to see the third one get greenlit, and thanks for the vids Sandy
Only someone like John Carmack would be excited about programming for the Atari Jaguar
Well, their advertising campaign was "Do the Math!"
Of course Carmack was hot for it.
@@Draliseth
He probably saw the absurd number of processors packed into the Jaguar as a proper challenge
Starting to think that civvie's epithets for carmack aren't that off-base
Lol I heard it was a nightmare to code cos it was a 16 + 32 bit mashup. Every programmer’s nightmare except for Carmack cos he’s MVP.
I owned an Atari 1040ST, it had games. Not as versatile as a PC. But I was a kid, wish I had learned programming back then.
"Last Quake video was kind of a downer so this one will be fun"
"Okay so Trent Reznor probably didn't spike American McGee's drink with PCP but someone did and no one knows who."
Angel Dust IS fun!
Well that escalated quickly.
Sounds fun to me!
American McGee has had a really hard life
If the guys from Pantera really were there, I'd guess it was Phil Anselmo.
The definition of an interesting old man is when he can just ramble for 8 minutes and it's all interesting. I salute this legend.
GET OFF MY LAWN WHIPPERSNAPPER
So someone spiked American McGee's drink with PCP during dinner and Sandy was the only one with an alibi.
How did Sandy know he'd need to have an alibi for that dinner?
Interesting… quick! To the time machine!
bwa ha ha. That was how I got him to sign over his two geckos to me. True story. (About the geckos, that is. Not admitting to spiking his drink.)
Spike a Drink. Save a Gecko.
Tshirts coming soon on TeeSpring XD
what I find confusing is that someone chose this, instead of something that, you know, wouldn't have the non-miniscule chance of accidentally causing your heart to explode? was someone trying to "grease palms" to get a special deal??
@@SandyofCthulhu Geckos rule!
I've seen things... seen things you little people wouldn't believe. Attack ships on fire off the shoulder of Orion bright as magnesium...
Or at least I've partied so hard with NIN that I think I've seen those things.
PCP is a hell of a drug! Whew boy.
Loved your comments about the perils and negative impacts of “not built here’.
@@ULTRAOutdoorsman That's probably true. I only worked for fairly successful studios so did not see the underside of this.
@@ULTRAOutdoorsman I think Sandy’s explanation of the need to believe you are awesome when you are a small gaming company provides a decent explanation. I would say that it is a very common aspect of human nature that great success is the enemy of humbleness. Which is what you need in spades when you are accepting that someone else’s idea is better than yours.
The Unreal engine comparison is kinda funny, just in the way that Doom sectors also sculpt open spaces.
Everyone: The Jaguar is a nightmare to work with.
John: Not, it's F U N !
he didnt think that about sega saturn though lol
I would expect no less enthusiasm from super genius alien in person suit John Carmack, what a champ.
When Ultra Violence was not enough for John.
@@BluesM18A1 You mean Id software’s Dr. Doom?
"The Jaguar is super fun to program for!"
Considering how it was apparently a nightmare to code for, only someone like Carmack could feasibly utter such a sentence. I believe it.
I always thought that the main thrust of that complaint was that ridiculous controller.
And with that said, for a console gamer it IS ridiculous - but from a PC gamer standpoint its more like "oh cool, a keyboard redesigned to sort all the common hot keys".
So I can see that. Plus, programmers love challenges and figuring out how to make code do things.
So put both together....and yeah. lol.
If you recall any more memories from id software, don't be afraid to make more of these videos. They are absolutely the best. I am sure people would also love to hear similar stories from Ensemble Studios.
I agree, but Romero has a habit of "correcting" Sandy on various points, so I wouldn't blame him if he tires of that.
Sandy prevents Romero from accidentally causing millions of future players to unintentionally commit blasphemy. What a guy.
You probably did console gamers in general a favour by redesigning those Doom levels. Even though the Jaguar wasnt successful they were used in a bunch of other ports. The first half of Playstation Doom runs better than the 2nd half
Little did Sandy know at the time that those redesigned levels would save us from the horrors of extremely low frame-rates in many future ports.
I love the Sandy quote in "Masters of Doom": "I'm okay in putting demons in a game because you SHOTT at them!"
I would love if all ID guys had RUclips channel and talked about DOOM and Quake like Sandy does
Willits? It would be interesting to hear his side of the story.
@@Jay_Sullivan Yesterday I was playing Quake 2 and noticed a crashed landing pod with a dead body next to it. On the landing pod was written "Willits". Got a chuckle out of it after watching Sandy's videos.
@@Jay_Sullivan I'm assuming he is the snake in the grass Sandy was not naming, simply by omission. Would be interesting to see Willit's take and how many ID employees defend/refute his stories.
Nobody cares about Jay Wilbur, huh
@@Fuchsia_tude He was more a business guy than actual developer right? I see he ended up at Epic though. Pretty long career in biz dev if that's the case.
There was a dinner with NIN, Pantera and the id guys, and Sandy is telling it like if it was just another Tuesday, I love it! 😅
Oh neat... I never saw a Jaguar box before, but when companies try to theme brands around "panthera" cats they usually get the eyes wrong, because their pupils aren't slits like most other cats.
It's a small thing, but it's neat that Atari actually got it right.
...should have the nose though.
boopable bigcat nose
TIL jaguar eyes
I remember this really smart kid in jr.high got the full beta from someone on I.R.C. what feels like a month before I ever saw the shareware on shelves. Took up 14 floppys i think, last boss level was different and not finished. I tried so hard through command-lines to make multiplayer work (wasnt done yet) and then seeing a website where a couple a guys made the first mod i had ever seen where you could throw the axe, then they later made a jet mod! Quake blew my mind and changed my life, and I always wondered who Sandy Peterson was, who was that guy on I.R.C. that leaked it (inside job?) Who made qcrack (inside job?) And whatever happened to those guys who made the very first mods for quake. Thanks Sandy you're awesome!
tcrf.net/Proto:Quake_(PC)/Beta3
@@Wobbothe3rd That must be it, thanks!
I know iD had a few trusted individuals outside the company they sent builds to for alpha and beta testing back in the 90s. One of those could have well been the source.
I like that you briefly talked about Unreal, I always wondered what your opinion on that was. I remember the big outdoor areas were a highlight of that game and their tech.
Sandy, Quake was an incredible part of my life when I was growing up, it sunk in deep. It felt more like an experience than 'just a game' (even now, I kept looking at the gameplay with excitement :)). It gave me countless hours of joy and entertainment. I know it was a team effort, but still - thank you for your amazing achievement!
It's really fun seeing those videos after all those years, wishing you the best with your channel and everything.
You should try the VR version, quakespasm.. breathed new life into this old marvel for me.
I would love to have seen Carmack code a flightsim
or a space sim. Carmack himself has said he fantasizes about that.
IIRC the Wing Commander engine partly inspired his Hovertank/Catacombs/Wolf3d engine.
From that description in the first 35 seconds or so it sounded like it could have been the western Ace Combat...
Poor American McGee always getting picked on!
Quake Deathmatch was FUCKING LEGENDARY. Not a day goes by that I don't long for the days of Quake Deathmatch and screaming bloody murder and laughing so fucking hard that I literally could not breath. I loved to jump into the water with the Lightning Gun and discharge into the water. Seeing two quakers running down the hallway in front of me both shouldering each other to get into the slipgate and when they both disappear the telefrag sound happening, never laughed so hard in my life. I remember when we finally got the 56k modem and the difference was like night and day compared to the 28.8 modem. You cannot play Quake Deathmatch quietly and no one in the house slept during deathmatch.
5:00 “Not Invented Here” thinking is a reason why Japanese fighting game developers took so long to adopt rollback netcode instead of delay. Rollback was devel around 2006ish IDK exactly when and the first Japanese fighting game to use it was nearly a decade later and Capcom built their own netcode engine from scratch to do so.
Some of my favorite interactions in Quake deathmatch online was getting someone to chase me into water and discharging the lightning gun into it.
I appreciate you did the work for the Jaguar. It needed that game.
It had Tempest though. Best game of 1981
Hahaha
@@SandyofCthulhu That's a BURN! :)
I would not be surprised at all if somebody from Pantera did that.
As a christian quake fan its cool to hear that Sandy is one too! I have never cared about churches and religious imagery being used in violent games/movies since its part of the artstyle! Its there to strike a mood.
Would be interesting to hear more about how you feel about stuff like this sometime. Great video, keep it up!
Same here :)
Wait a sec, but there are still maps where you step on a button with Christ's face. I think E3M3 has one in a corridor with a lava pit where the shooting nails trap is.
I just checked, you're 100% right
@@gldojm dammit. I thought I caught them all.
@@SandyofCthulhu Are you referring to this level, E3M3? It looked more like an Incan/Aztec face than it did Jesus, like a texture you'd see in Tomb Raider: ruclips.net/video/RRdglNNJ3Vw/видео.html
Sandy, I love your outlook on games. So many of my favorite childhood memories are a result of work you did and I cannot thank you enough.
Im glad we don't have to step on Jesus' face. Thanks Sandy!
Love these stories! I could watch hours of random stories about Quake's creation just because of the mystique that surrounds that whole development.
Was casually playing E3M6 and it even had 3 faces of Christ switches you could step on.
Yeah I have been playing the remaster and there is no shortage of jesus face floor plates in the game.
When it comes to games, Quake was my first true love. I still play it from time to time, and I still love seeing "behind the scenes" and "making of" style videos. Please keep the Quake stories coming, thank you!
Sandy, I really appreciate these videos! I'm not an aficionado on all of the games you've worked on, but I've played several of them!.. And I'm aware of most of them! Really digging your insight. Thanks!
3:15 sounds like a classic dimebag prank
This channel is unironically one of my favorites. Your lengthy career has touched my life in so many ways over 30+ years (video games, boardgames, RPGs) that every video takes me back to better days.
Your name is now one of my top motivators to buy books!
Awesome video Sandy, thanks for being a massive inspiration and one of my game design heroes!!!
I really like the thought of john really wanting to make a game for the Atari Jaguar so he just drops everything to do it
Oh my God, I need that fez.
Fez-O-Rama.com
Man your a Christian that's so good to hear. Bless you. I'm a Christian but I do love N.I.N. though.
4:30 - I always thought Unreal's approach to level design was way more intuitive than Quake's. Create a brush the size you want, select a texture.... subtract... boom, complete room, no leaks.
Hunting down your leaks was usually the worst part of mapping in Quake and Source. So many people gave up on hunting them down and fixing them, and you ended up with tons of user made levels that were full bright (leaks still present) or ran like crap (designer put a massive box around the map to "fix" the leaks.)
Unreal was nicer to map for, except for the fact the first level editor was written in Visual Basic and ran terribly. UnrealEd 2 written in C++ was much better, but didn't come out until Unreal Tournament.
@@DaedalusRaistlin Oh yes.. I remember the instability of the first UnrealEd. Rebuilding and praying you didn't crash.
As a Dev, its nice to get a personal spin on not only how levels got designed but more importantly WHY. Honestly Sandy, you are like a guru, when im lost for inspiration for a map layout I always fire up DOOM and just Rip and Tear for a while and before long im back at the keyboard hammering away at a new layout. You guys were the indies of your time!
Dude I could listen to your ID stories forever, Thanks Sandy
You should do some new maps for Doom . Or whatever moddable game id released 😁
id like to see him doing for Q1 and Q2
This is a very good idea!
I enjoy these "a grab-bag of unrelated stories" videos. Also, I feel compelled to mention that The Elder World did interesting things with darkness (like having monsters or secrets hiding within), and none of the other episodes were as willing to let areas be shrouded in gloom in order to creep the player out. Episode 4 would be my favorite one if it wasn't for all the Spawns. :P
I really love your honesty! :-) Very refreshing and rare nowadays.
Greetings from Germany!
man I wish you had more to say about doom/quake. I love hearing these stories.
Started playing through Quake again with the remaster - on Dimensions of the Machine, your secret level.. that ending... so good
First it's Nine inch nail then PCP then Fucking pantera. Man the 90's were awesome
My friends and I wasted so many joy filled weekends with QuakeTest...
The "building hollow spaces out of slabs" Chad VS. The "carving hollow spaces out of a cube" Incel.
I am gonna go ahead and politely ask for more stories and insight into the old days when you were banging out those classics.
I loved playing Quake and just found your channel. Thank you sir for bringing this game to us many years ago.
About the Jesus Christ images in Quake 1: there is a kind of "small tribute" to Quake 1 in Quake 3 Arena. In the level: "Grim Dungeons", in the underground part where you can take the lighting gun, at your rigth, you can see, in the wall a giant sculpt of Jesus Christ as stuck in the wall, in a clear reference to the big texture wall in levels like Ziggurath Vertigo, and many others.
Love your stories Sandy! Quake and Doom were a very large part of my teen years so your stories (even when they are a "downer") always brings a smile.
No way mid 90s Trent would never spike anyone's drink, he wouldn't waste the drugs on someone else.
Question, do you know anything about the development of the game Strife? I understand you guys licensed the Doom tech to them, but it was an insanely forward looking open world FPS RPG hybrid in the Doom engine. I always thought it might have inspired Tom Hall to go on to do Deus Ex
Yes indeed. Worked closely with the team. I mean they did the work, I was only the liaison.
@@SandyofCthulhu That was by the Raptor: Call of the Shadows guys, right? Why did they suddenly want to jump from top-down 2d scrolling rail shooters to something as ambitious as one of the earliest ever FPS/RPG hybrids? And how did you know they could pull that off, especially since none of those gameplay elements aside from the graphics engine and shooting were in the Doom engine?
@@SandyofCthulhu I'd love to see a video about things related to the game Strife.
I've got a weird love of that game after having played a demo of it on one of those "2,000 shareware games" CDs back in the day.
open world game using idTech? Someone should call Activision/COD and explain how to do that properly lol.
The main inspiration for the gameplay of Deus Ex was very obviously Ultima underworld, System shock and Thief which Warren Spector had worked on under Blue sky productions/Looking glass. Ultima underworld is like finding rabbit fossils in the precambrian; it is an anomaly that shouldn't exist; like aliens made a game for the 386 and plopped it down in 1992.
It looks kind of quaint now, but you have to remember that it was the first immersive sim game of any kind that wasn't a space sim (like Elite).
You didn't control a party; you controlled *you*.
You didn't move in blocky steps and 90-degree turns; it was textured 3D first person and you could look up and down, there was sloped floors, sloped walls, level over level/bridges.
It had factions and reputation systems; none of the intelligent creatures were monsters and you could make friends with and talk to them all, but there were competing factions so you could not be friends with all of them simultaneously.
Every puzzle had to be solvable in different ways; the game wouldn't soft-lock you if you picked a certain faction; it was very Deus ex.
Stealth sort of emerged out of the simulation; detection range was lower in poorly lit areas (yes, lighting, in a 1992 game) and when you moved slowly.
The game had jumping, and swimming. It had an automap you could take notes on instead of using pen and paper.
It's main drawback is that it wasn't as immediate and didn't run as well as Wolfenstein 3D. It ran pretty slow at the time and needed a "powerful" 386, and it ran in a much smaller window than full screen.
Damn.. I never realized I was firing Nine Inch Nails from that gun!
Speaking of Unreal...Since Unreal was really a "Crysis of 1998." (at least from a technical perspective, graphics in particular), I was wondering how did John Carmack react to Unreal and Unreal engine in general. I mean, he was so into coding and pushing the envelope that I feel he must've said *something*. :) Was he impressed or not really? How did the rest of the team feel about it?
The team, except for me, constantly slagged off on how terrible Unreal was. Though actually I don't recall John Carmack saying anything negative. Or really anything at all.
he probably just looked at it and said "hmmm"
Apparently, during an interview in 2001, John Carmack complimented Unreal Engine for several technical achievements, mainly for pushing toward direct colour.
Hi, Sandy. It's great to watch these Quake videos. The insight into the company dynamics is cool too. I enjoyed getting to test the single player out at id back before release.
Of course John Carmack is the only guy who loved the idea of programming for the Jaguar.
This is fascinating to me. Back then I just played the games, but was vaguely aware of the peopel making them. It's so interesting to hear about what went on.
Thank you Sandy. I wouldn't be a game dev without the original id folks games. Love these stories.
Quake will always be my favorite fps just because I grew up in the late 90s. Thanks Sandy
If that Jesus floor button made it into the game, I would have been 100% sure it was intentional and just thought that it shows how the enemies in quake feel about him
There's at least one jesus button still in the game in e3m3
@@gldojm yeah someone mentioned it. Dammit.
I hadn't played the original so idk, but in the remaster there are tons of Jesus face floor plates.
@@Vynzent Sandy here didn’t make the levels for the expansions those were done by other companies. Basically old school DLC
@@vanilla8956 I feel I remember seeing more than just one level with several plates in the base game. Not entirely sure though.
I hope we hear about Quake 2. That was some messed up $#!7, and I'm curious about the bts on that. Q1 was a lot more "kill zombies and horrors and brown things, and then shub niggurath, who you're going to need to look up how to beat." Q2 was this industrial nightmare that really messed with my brain. It's like that one lovecraft story with the brain jars that I cannot come up with the title of today.
Love this series, BTW! Looking back, seeing things from different eyes. Q2 was about the time I bought my first CoC edition, and then found no one interested in playing. :(
I'd love to see a free Doom 3 total conversion with 2 episodes, one by Sandy Petersen & one by John Romero. If it was available in a custom box I'd buy one before I finished typing this.
I just installed it and started playing. It's amazing truly. More fun than Doom I feel. But I don't like how Quake 2 departed from the story of Quake 1.
The Jesus floor plate LOL
I really appreciate how you took "walking on Jesus face" not too serious. Thanks for all the efforts you did on delivering great games. Best regards from the country that banned everything you did: Germany.
Ever heard of Microsoft Fury³, or Terminal Velocity? Both are described by "fly around and blow everything up" pretty well. They're really fun, too!
Terminal Velocity?
Damn that main menu music is coming back to me....😊😊😊
I used to LOVE the Fury demo when I was a kid. Played it so much. Have never played the full game but I did find Hellbender (I think that's what it's called?) It's sequel at a pawn shop a few years back. Haven't played it much though had an issue getting it running, I wanna give it another bash now you've reminded me about it!
The ending of Episode 2 (The level with the elevator). John Romero designed it to resemble a ride at disneyland/disneyworld. I know this because I spoke to Romero way back in the early 2000's. This is probably a fact that not a lot of people know about. Maybe you know Sandy but not the public. Did you know that?
The Jaguar Edited levels a very good i say this because the Jaguar Port was used as base for the GBA version that i play alot so...nice job Sandy 👍👍👍😃
Good guy Sandy doing all the work no one else wanted to touch
5:52 when I was... ffff5... 4... when I was four, and I fought and killed my first shambler, I was excited at the idea of obtaining that power. I was like "I'm gonna shoot lightning from my hands!" I won't lie. I was disappointed with the look of the lightning gun. It was indeed. Just a gun. But it was utterly awesome! Incredibly cool concept. Then, Quake Champions came out with the "Shambler Hand" skin, and I was like ahh... all is right in the world.
Sandy mentioned working on the Age of Empires series though I don't think I can't find his name on the credits of my favorite ensemble studios game Age of Mythology. I'm sure if Sandy did work on it he'd push to have the cthulhu mythos as a playable pantheon.
What a shame there are no photos from the bar meeting on the internet. Great stories as always!
Perhaps do a part 2 or maybe do some thoughts/mini review on Quake remastered?
Funny thing, BSP as used in Quake engine is specifically a space carved out of a cube! That it isn't constructed that way in the editor but more like a bunch of slabs, seems more like a disadvantage than an advantage... i mean a simple room with a corridor attached is two prims when you're carving the space, but at least a dozen when you build it additively! And then Quake map compiler still goes in and converts everything into the shell of the traversable inner space... aka stuff carved out of the bounding cube.
I really appreciated the additive world building in Quake engine games. I found the Unreal subtractive system mind bending. Like you're underground, mining out a level. Or in some alternative dimension where instead of an endless void, there is endless solidness. Whooooaaaa! 😵
I was only 14 😊
(Leaks be damned)
American McGee getting spiked with PCP. What a night out
That "stuck in a rut" bit reminds me of Creative Assembly. Make a bunch of games in the Total War series, release Alien: Isolation (a fantastic first person survival horror game with a great in house engine), then go back to Total War lol.
i love these videos keep em comin big fella
I could seriously listen to Sandy talk about iD history all day. Love this channel.
You may not like NIN music, but what do you think of Trent's Quake material?
One of my favorite things about the weapons in Quake is that it's not totally clear exactly which world they're from. I always thought that added a lot to the atmosphere.
Funny thing is I have a shirt that looks exactly like that in my closet -- blue with white and black stripes.
Thank you Sandy you are an absolute legend!
3:27 "..a refreshing change from Chaosium...". 😁
The more I learn about him the more I'm convinced American Mcgee is the result of someone saying "I wish I came up with Doom" to a monkey's paw. Hope he's doing ok now because man he could not catch a break.
What is the association of Lovecraft and fez hats?
The Jaguar version of DooM was by far closest one to the original
I'd love to hear what Sandy thinks of Arcane Dimensions and other amazing work from the Quake community.
That "not invented here" thing sounds like what's currently going on with roll back net code and fighting games
Reminded me of what happened at Bioware with the botched development of Anthem, honestly.
Is the original Quake Hammer buried somewhere in Texas? Did you and everyone in the old crew take a piece of it like Andúril in hopes that someday a new hope would reassemble it for a new Quake?
I wish I'd realized you had a RUclips channel sooner, these were great stories!
Sandy, besides working at iD and Ensemble (making all my favorite games thank you) Did you not consider working with American McGee on the Alice series? They were very cool and your art style would have fitted right in!
I've read about id's crazy history in the masters of doom book which mentions you in some detail but it's nice to hear all your individual stories from that time.