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PikaCommando3 karma

Hey Sandy, big fan of your levels in Doom 2 and Quake, particularly MAP09: The Pit (the music helps too).

  1. How hard was it to design true 3D levels for Quake, especially when you're one of the first to do so in the industry? How did you deal with sketching layouts when there is true room-above-room?

  2. Which one is more of a problem; unable to get an idea for a level, or unable to build the level for that cool idea because it's too complex?

  3. What were the hardest levels for you to make in Doom and Quake during your time at id?

  4. Why the sadistic usage of exploding jumping blobs in Episode 4 of Quake?

PikaCommando1 karma

Can you give us some lines you recorded for Origins?

PikaCommando1 karma

How's it going with Serious Sam Origins?

If there's one thing you can change about your life, what would it be?

How much does sound editing help in landing a role?