Re:Doom Cacowards
by skocznymroczny on Thursday April 14, 2022 @04:37AM
(#31024571)
As a kid making Doom maps in late '90s, the worst part for me was that it was common for the editor to crash, especially during the node building step, often taking all my progress with it.
It really gave me an appreciation for how much of a difference tooling and infrastructure, specifically fast feedback cycles, can make in a final product. Even if you don't see the difference in the development pipeline as a player, you can definitely see the difference in Memento Mori[2] and Sunlust[3].
[0] https://doomwiki.org/wiki/WADED
[1] https://doomwiki.org/wiki/DCK
[2] https://doomwiki.org/wiki/Memento_Mori
[3] https://doomwiki.org/wiki/Sunlust