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by Jonathan MendozaNot on Booklabria yet
This is one of the manuscripts of a long lost era which I would call the golden times in regards to the PC's gaming career. From around 1991 to 1996 a true revolution of the way PC Games were created and perceived happened and at the eye of the storm was one company - id Software.
Their legendary titles spanned an army consisting of hobbyists, whizkids, wannabes, enthusiasts, copycats and other hope-fools eager to create new content for the object of their digital desires... be it maps, gfx-demos, sprites, textures, editors, etc The most lusted after title which kickstarted this penomenon in a BIG way was the original Doom. Back then Intel's i486 was the prime mover in regards to big performance and software like raytracers, CAD editors, sound / business suites were the arch-applications to show the prowess of the new processor generation. Well, with Doom's birth such mundane binaries were relegated to the backseats as a game painted the binary skies blood red. Doom shat on anything and everything that dared to call itself "bleeding edge" software with such ease that it swept away any preconceived notion on what was possible on the "business smart" PC. Taking this into regard then the book is a delightful peek into the past, albeit it was a bit late to the party in 1995. Being kind of a mix of a manual, general players' guide and walkthrough(of the episodes made by Klie & Carter) there's of course some redundant information that had already been covered a good many times. The more interesting part belongs to the later 2/3rds where the maps routes are being thoroughly explained(amid decorative automap snapshots) and some background info is given. This is followed by a short glimpse into multiplayer / troubleshooting and then editing of maps via tools like DEU, BSP and others utlities is given. Latter part being in no way a well needed tutorial on how to properly use one of the established editors but rather a gentle peek. This may also be the only r
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