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Needless to say, still loved the game and had fun playing it constantly. I had a SX-25 with a Overboost chip (or something like that) that made it a whopping dx-50 and 4mb RAM. Who wasn't? I bought my first computer strictly to play and edit Doom levels! Ah, my jammin' DX2-66 with 8mb RAM. BTW, PSX Doom: If you zoom out, you'll see "re" (my initials). "Editing" for PSX Doom started out as straight conversion of the levels, and turned into the company letting us put a couple levels in. :) Eventually the company got the rights to Doom and given what we knew about the game by then, they chose us to begin editing for PSX Doom. Bragging rights only lasted that day usually. We mostly built levels to outdo each other (and to DM them of course) - I think that's why we learned so quick. That drove us to create our own levels once we found the tools online. Well, myself and for Randy and Dan too, it started mostly due to the fact that we loved playing Doom - especially DM (shock). How did each of you get involved in level designing for the console Doom conversions? Let's start off with some preliminary questions:
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What struck me right out of the gate was the stunning visual usage of colors and effects, which I'd like to talk about later. I myself was blown away by the game, having just come off of hundreds of hours of PSX Dooming (another legendary conversion). Doom 64 was one of those (N64) games that many people consider to be in their top 10 best games list. The following is an email interview I conducted with level designers Timothy Heydelaar and Randy Estrella:įirst, I'd like to thank you guys very much for getting together and taking the time for this interview.
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Doom 64 Interview Conducted by Firebrandx in January 2003
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