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"You can even tell that from the quality of Quake's levels which start with beautifully crafted and intricate levels, and as you approach the end, progress into "whatever, let's just ship it, this is gonna sell" kind of levels that were mostly just boring repetitive filler to pad the play time." IIRC (this is well-documented if you want to double check), Tim Willits made most of the Episode 1 maps, John Romero made most of the episode 2 maps, American McGee made most of the Episode 3 maps, Sandy Peterson made most of the episode 4 maps, and John Romero made most of the level 1, military base themed maps in each episode. The episode 4 maps are often barren, lacking in details, and missing much of the beautiful interconnections of earlier maps... but this is also true of Peterson's maps from Doom (he did a lot of episode 3 in the original Doom, IIRC). So I think it's more of "this guy might be a strong game designer in a lot of other contexts, but the specific needs of making cutting edge Doom/Quake style maps isn't a great fit for him". I was at Raven Software at the transition from the Doom engine and other 2.5D engines to Quake (and then Quake 2, and then Quake 3, and then Doom 3), and there were a number of existing designers who were fine game designers in earlier, 2d contexts who found their skills severely out of sync with the changing demands of 3d map making, and most of them eventually had to transition to other roles or leave the industry. |
His Quake maps especially give me the impression that he was more into trying to come up with ideas on what is possible for the player to do in the freedom allowed in 3D space than how to make a good looking environment (especially in Quake's theme that didn't really have to conform to any realistic constrains and could have shapes floating in space, physically impossible architectures or whatever).