ThornBrain wrote: ↑Fri Sep 11, 2020 7:00 pm
Don't know how obvious it is that I had two espressos before this recording session.
Don't know that I would have guessed without you saying anything, but now I'm just imagining you, like, vibrating in your chair the entire time.
In regard to the game, I remember reading about the level Breakdown in particular because it was kind of a flex by Midway, being all "holy crow,
look what we can pull off with the Doom engine!" There's a bit of it in prior levels, but this one is just full of room-over-room layouts and drastic alteration of the map as the level progresses--a particular example being that when you leave the room Jacob is in at about 6:30 in the video, the hallways outside it have flipped around and it's no longer possible to backtrack to the beginning of the map. The room upstairs from that point (from about 7:00-8:00 in the video) crosses over the hallway leading out of the beginning area twice, as well.
The amusing thing is, as I understand it, the basis of all that is a bug with raising and lowering floors that fan maps started exploiting to make bridges and stuff, not too long before Doom 64 was released. I am honestly not sure if it's convergent evolution or if the people at Midway borrowed a trick or two from fan WADs.
Edit: On the subject of motion sickness, Jacob and Torp reminded me, when I first started playing Doom 64, something about the slightly different perspective and field of view compared to Doom and Doom II caused it to give me
terrible motion sickness, unless I sat back like six feet from my monitor. It was
really freaking weird, considering I'm not prone to motion sickness otherwise. Eventually I figured out I could increase the FOV and that made it go away. Still, what the heck.
![:psyduck: :psyduck:](./images/smilies/emot-psyduck.gif)