{"id":91922,"date":"2019-04-12T19:04:00","date_gmt":"2019-04-12T19:04:00","guid":{"rendered":"http:\/\/www.gamasutra.com\/view\/news\/340740"},"modified":"2019-04-12T19:04:00","modified_gmt":"2019-04-12T19:04:00","slug":"creating-sigil-dooms-unofficial-fifth-episode","status":"publish","type":"post","link":"https:\/\/sickgaming.net\/blog\/2019\/04\/12\/creating-sigil-dooms-unofficial-fifth-episode\/","title":{"rendered":"Creating Sigil, Doom&#8217;s unofficial fifth episode"},"content":{"rendered":"<h2>\u201cIf the community wasn&#8217;t still alive, I probably wouldn&#8217;t have done it, because no one would have cared. But it&#8217;s so active. It&#8217;s been really fun.\u201d<\/h2>\n<p><em>&#8211; John Romero talks about creating new content for a game that released decades ago<\/em><\/p>\n<p>Shacknews has shared a lengthy writeup on the <a href=\"https:\/\/www.shacknews.com\/article\/110199\/icon-of-sin-doom-and-the-making-of-john-romeros-sigil\">creation of John Romero\u2019s spiritual <em>Doom<\/em> successor <em>Sigil<\/em><\/a> that explores everything from the design of the levels in the \u201cmegawad\u201d mod pack to the process of creating <em>Sigil<\/em>\u2019s unique merch.&nbsp;<\/p>\n<p>It\u2019s an interesting rundown of a very unusual project. Romero, one of the minds behind id Software\u2019s original <em>Doom<\/em>, <a href=\"https:\/\/www.gamasutra.com\/view\/news\/332606\/John_Romero_plans_Doom_spiritual_successor_in_the_form_of_a_free_Doom_Megawad.php\">announced the <\/a><a href=\"https:\/\/www.gamasutra.com\/view\/news\/332606\/John_Romero_plans_Doom_spiritual_successor_in_the_form_of_a_free_Doom_Megawad.php\">megawad<\/a><a href=\"https:\/\/www.gamasutra.com\/view\/news\/332606\/John_Romero_plans_Doom_spiritual_successor_in_the_form_of_a_free_Doom_Megawad.php\"> last year<\/a> as an unofficial follow-up to <em>Doom<\/em> that, while free, requires a copy of that original 1993 game to run. As he explains in the Shacknews story, Romero wanted <em>Sigil<\/em> to feel less like a mod and more like the fifth and final chapter of a game that had released decades prior, both in terms of story and difficulty.&nbsp;<\/p>\n<p>He found ways to connect the stories of <em>Doom<\/em>\u2019s Episode 4 to <em>Sigil<\/em> in a way that both felt natural and would link the core game to the events of <em>Doom 2<\/em>. And, as far as level design goes, Romero says that end-game difficulty was the goal.<\/p>\n<p>\u201cI wanted to make sure the pressure was always on,\u201d he said, explaining that <em>Doom<\/em> fans had decades to&nbsp;build up their&nbsp;skill with the game. \u201cMy design choice was, \u2018I need it to be really hard for me to finish a level.\u2019 That meant it had to be really tough.\u201d<\/p>\n<p>Both <em>Sigil<\/em> and the premium collectors kits Romero partnered with Limited Run to create are able to exist without infringing on id Software\u2019s rights as well. For <em>Sigil&#8217;<\/em>s collector&#8217;s box, that means that, in Romero\u2019s words, \u201cwhat you&#8217;re buying in the box is CDs of Buckethead&#8217;s music, cool books we&#8217;ve made, my head on a stake, that kind of stuff. It&#8217;s all things I made.\u201d<\/p>\n<p>\u201cThat was a big plus for me: I wasn&#8217;t doing anything that anyone could be upset about. I wasn&#8217;t going, \u2018I have new levels, and I was just teasing you with [the level] E1M8b because you have to buy these!\u2019\u201d Romero tells Shacknews. \u201cNo, I&#8217;m giving that stuff away, but I have some cool premium content that you might want to pay for\u2014not only <em>Doom<\/em> collectors, but people who like Buckethead&#8217;s stuff.\u201d<\/p>\n<p>The full story dives deeper into those production and design anecdotes and can be found <a href=\"https:\/\/www.shacknews.com\/article\/110199\/icon-of-sin-doom-and-the-making-of-john-romeros-sigil\">over on Shacknews<\/a>. &nbsp;<\/p>\n","protected":false},"excerpt":{"rendered":"<p>\u201cIf the community wasn&#8217;t still alive, I probably wouldn&#8217;t have done it, because no one would have cared. But it&#8217;s so active. It&#8217;s been really fun.\u201d &#8211; John Romero talks about creating new content for a game that released decades ago Shacknews has shared a lengthy writeup on the creation of John Romero\u2019s spiritual Doom [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":91923,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[20],"tags":[],"class_list":["post-91922","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-news"],"_links":{"self":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/91922","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/comments?post=91922"}],"version-history":[{"count":0,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/91922\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media\/91923"}],"wp:attachment":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media?parent=91922"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/categories?post=91922"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/tags?post=91922"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}