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That would become a key piece of secret design for the rest of the decade. It made you feel clever, and then made you want to find the next one. Its ports also noted when players found secrets with a little fanfare: "A SECRET IS REVEALED!" This was a reward, but also an inspiration. The Doom games continued Wolfenstein's tradition of assigning a score at the end of each level, including a percentage of secrets found. Can you use it?' Then I'd go and add timer-based secrets to several levels." Also, sometimes John Carmack or another programmer would say, 'I just implemented the ability to add timers to doors and stuff. For example, I’d play one of John Romero’s levels and say, 'this off-set texture hiding your secret door is too obvious-can you make it more subtle.' Or he'd say, 'Sandy, this giant room screams for a secret somewhere.' And I'd add one.
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Though id followed the rule of always having a clue, they didn't have guidelines for how to go about designing the secrets, Petersen explains. Bring up the map to see that claw-like shape and you might also spot a rock shaped like an arrow, which points to a concealed plasma gun and a medkit. The Slough of Despair-E3M2 to use its more prosaic name-is one of his, with a map shaped like a clutching hand. His levels are notable for being less sci-fi and more occult, with Satanic imagery and walls made of screaming faces. Petersen's work makes up most of Doom's second and third episodes. Sometimes it's pretty subtle, but it’s always there." "We decided that was boring and sucky, so we decreed that in Doom, there would be a clue for every secret.
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"id Software had included secret areas in Wolfenstein 3D but to find them you basically had to walk up to every single wall and bump it to see if it opened, " says Sandy Petersen, who designed 19 of Doom's levels. With a new engine, a lot more textures, and an in-game map, Doom made it simpler to flag suspicious wall sections so alert players would notice them. Part of what made Wolfenstein's secrets hard to find was that they were often triggered by completely random sections of wall. And then in Doom it was like, these secrets can be even cooler than the ones that were in Wolfenstein." "Why wouldn't we do this? We did that in Wolfenstein. "We were taught by Miyamoto," says Romero. But even though Catacombs 3-D demonstrated that secret areas worked in first-person-that it was fun to see a doorway appear in front of you, revealing a space you could walk around as if you were actually there-Wolfenstein 3D almost didn't have them. Black Friday deals: see all the best offers right now!Ĭatacomb 3-D is often forgotten, but it was an important step between Hovertank 3D and Wolfenstein 3D back in the days when id felt the need to tell you in the title exactly how many dimensions a game had.Because the secrets in Commander Keen are so great and so fun, when we started making our shooters, even Catacomb 3-D had secrets in it." "Of course Commander Keen is so Mario-like we had to put secrets in there," he says, "and so all the Commander Keen games have tons of secrets in them. John Romero, interviewed by our own Wes Fenlon, says their inclusion was never in question. It mentions that Scott Miller, founder of Apogee, wrote to id to suggest the first Keen game should have secret areas to increase its replay value, just as the Super Mario games had.
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David Kushner's book Masters of Doom tells the story of how id went from making Commander Keen platformers to the definitive first-person shooters.