Columns:
| # | Tweet | User | Followers | Views ▼ | Ratio | Engagement | Posted |
|---|---|---|---|---|---|---|---|
| 1 | [image] In 2009 Ensemble Studios was shut down. We were profitable. We were mid-project. In fact, we'd never sold less than 3 million copies of any game!
This decision was made by Don Mattrick, then head of MicroSoft Games. I was told that apparently his deal with MicroSoft was that if | @SandyofCthulhu ✓ | 91.4K | 54.9K | 0.6x | 1.5K | Sep 18 |
| 2 | [video] Your First Sandy Experience
I am genuinely curious. And I bet the answer says a lot about how old you guys are.
Which creation of mine did you touch first?
Call of Cthulhu?
Doom?
Quake?
Age of Empires (any)
Halo Wars?
Cthulhu Wars? Or another board game.
I've been making | @SandyofCthulhu ✓ | 91.5K | 39.7K | 0.4x | 2.0K | Sep 21 |
| 3 | [text] We’ve created a small beta so you can start practicing your aim. We’ve also added a bit of a Quake-style twist to make it more fun.
Right now, armor, map destruction, and monsters are not yet available.
Today, we’ll be adding match rewards so you can | @Befbunny ✓ | 10.5K | 29.2K | 2.8x | 188 | Aug 31 |
| 4 | [image] The ammunition in Doom was a perpetual source of discussion, and a major difference of opinion between John Romero and myself.
You see, I wanted to sometimes force players to use a particular weapon. I wanted to use the ammo boxes as a pacing tool. I wasn't thinking, "Will the | @SandyofCthulhu ✓ | 91.3K | 27.3K | 0.3x | 1.0K | Sep 5 |
| 5 | [image] At the Game Developer's Conference, a guy once explained to me how Doom's difficulty settings worked. He was completely utterly wrong.
He thought the settings increased the monster's health and weapon damage. In his defence, I was working for Ensemble Studios by then, and I | @SandyofCthulhu ✓ | 91.3K | 25.6K | 0.3x | 752 | Sep 4 |
| 6 | [video] I added an official rule for Doom, Doom 2, and Quake. This was agreed to by the other level makers. It was that when you first start a level, you are NOT under attack.
My idea was that when you ended a level, you could then go get a soda, hit the bathroom, whatever and then | @SandyofCthulhu ✓ | 91.3K | 21.9K | 0.2x | 766 | Sep 2 |
| 7 | [image] Hey all. I think most of you guys on this community already know who I am, but I thought I'd give you a brief resume, because you might not know EVERYTHING that I am or have done.
1981: I designed the Call of Cthulhu tabletop roleplaying game. It's still around. It was the | @SandyofCthulhu ✓ | 91.3K | 21.1K | 0.2x | 558 | Aug 28 |
| 8 | [image] We didn't actually design one of Doom's best features.
Now, when Doom was created, we expected that "co-op" might be a common play mode (and WOW were we wrong), so John Carmack put in a feature that if a demon is shot, it will target the person who shot it. The purpose of this | @SandyofCthulhu ✓ | 91.3K | 18.1K | 0.2x | 661 | Sep 3 |
| 9 | [image] Does Doom really run on everything?
Well, they've gotten it running on a printer, a John Deere tractor, an ATM, and inside another copy of Doom.
The pregnancy test was a cheat - put that on the record. The guy gutted the test, fitted a new screen AND a new tiny computer and | @SandyofCthulhu ✓ | 91.4K | 16.5K | 0.2x | 586 | Sep 12 |
| 10 | [image] One of the things I did a LOT in Doom and Quake was to show players something they couldn't get yet. Actually John Romero did this first, but it was a great idea.
Put the plasma rifle and a couple of packs on the other side of a peephole. Or put it on a ledge across a pool of | @SandyofCthulhu ✓ | 91.2K | 16.2K | 0.2x | 593 | Sep 3 |
| 11 | [image] Doom levels of course make no sense from the viewpoint of a real building.
No architect would construct a space base with a pentagram room, a moat full of radioactive waste, and a switch that opens a door on the far side of the compound. That would be a nightmare.
Any | @SandyofCthulhu ✓ | 91.3K | 15.8K | 0.2x | 682 | Sep 4 |
| 12 | [image] I'm sure most of you know that Half-Life ran on a heavily modified Quake engine. In other words, the most influential shooter of the late 90s stands on code we wrote while id Software was falling to pieces.
I remember some of id Software's people (I won't name names, but not me) | @SandyofCthulhu ✓ | 91.4K | 15.0K | 0.2x | 405 | Sep 15 |
| 13 | [image] The best monster in Doom 2 is the chaingunner.
He is weak. Two shotgun blasts and poof. But he's the most dangerous thing I can put on a ledge. Unlike every demon, he hurts you AT ANY DISTANCE. You can't sidestep it. He just sucks down your health.
If he's far enough away, | @SandyofCthulhu ✓ | 91.3K | 13.7K | 0.1x | 463 | Sep 6 |
| 14 | [image] When I started at id Software, John Romero told me about his new rule for secrets.
The backstory here is that in Wolfenstein 3d, you had to basically run around the whole level, bumping into walls, until a wall opened up into a secret. Romero said in retrospect he hated that. | @SandyofCthulhu ✓ | 91.2K | 13.2K | 0.1x | 479 | Sep 8 |
| 15 | [image] your memecoin can be a doom skin.
the plan: any meme above 1m gets its character in the game. we build the skin, your community plays as their own meme, and part of the game's revenue flows back to your devs. everyone's incentives point the same way.
first armor drafts by | @rdbotato ✓ | 9.8K | 13.0K | 1.3x | 114 | Aug 31 |
| 16 | [image] Doom E2M2 (Containment Area) was the first great “Warehouse” map. I inherited it from Tom Hall, and was required to bring it up to the then-current standard. Tom Hall didn’t do a bad job – he was constrained by the fact that when he worked on the level, there were far fewer | @SandyofCthulhu ✓ | 91.4K | 12.1K | 0.1x | 318 | Aug 29 |
| 17 | [image] Doom's sound engine is two lies that agree together. One lie is for the player - eight channels. The other lie is for the monsters. Designing a good level is easier if you understand the gap between these.
First, let's discuss what the PLAYER hears. There are eight digital | @SandyofCthulhu ✓ | 91.2K | 11.1K | 0.1x | 472 | Sep 2 |
| 18 | [image] Hey all. This is the new community we've built for $Doom.
My self-enforced silence is over (see my other recent tweet for why it happened) and I will be posting here regularly. If you're still in the old community, or know someone who is, COME ON OVER. | @SandyofCthulhu ✓ | 91.3K | 11.0K | 0.1x | 205 | Aug 27 |
| 19 | [image] I wasn't at id Software when the towers went down. I was at Ensemble Studios. Our big all-teams room was like a movie theater, with padded seats & a big drop-down screen at one end. Even a projection room where we could hook up DVD players or computers. We'd watch movies there | @SandyofCthulhu ✓ | 91.3K | 10.6K | 0.1x | 318 | Sep 11 |
| 20 | [image] The lava, poison, and acid floors in Doom are not obstacles, but timers.
When you step into what most people call "nukage" the clock starts. You can cross this expanse, but it hurts. The idea here is that whenever you see this stuff you have three decisions to make:
1) do I | @SandyofCthulhu ✓ | 91.2K | 9.9K | 0.1x | 383 | Sep 8 |
| 21 | [image] I want y'all to know that I, Sandy Petersen, am involved in this process. Which I was NOT in the initial offering. We will continue to fix things! | @SandyofCthulhu ✓ | 91.3K | 9.7K | 0.1x | 183 | Aug 28 |
| 22 | [image] When you praise Doom, often a certain type of person shows up and argues it's only "nostalgia" and how can Doom still be good if it's old.
The problem with that theory is that people who weren't even alive in 1993 keep finding it and liking it. You can't be nostalgic for | @SandyofCthulhu ✓ | 91.5K | 9.5K | 0.1x | 444 | Sep 22 |
| 23 | [image] There are NO EMPTY ROOMS IN Doom. Or any horror game, for that matter.
There are only rooms which the player is suspicious of. This gives me free real estate and I used it plenty.
The "empty" rooms were used to give you guys a short breather. Or to let you run around picking | @SandyofCthulhu ✓ | 91.4K | 8.8K | 0.1x | 285 | Sep 15 |
| 24 | [image] Id Software had some amazing virtues. Everyone in it had an incredible work ethic. We were all self-starters, and invested in the company's success. We were all really smart, and I daresay exceedingly talented.
But we were really bad at internal communication. Normally what | @SandyofCthulhu ✓ | 91.4K | 8.4K | 0.1x | 281 | Sep 21 |
| 25 | [image] Hey guys, I have of course been taking in fees, but I have also put a lot of the fees back into the game.
Because the game is still in its early stages, I am now voluntarily and sizably reducing my share of the fees further so that more money can go directly towards game | @SandyofCthulhu ✓ | 91.3K | 8.4K | 0.1x | 236 | Sep 1 |
| 26 | [image] The lift is not transportation - it is an underrated ambush tool.
The moment you step onto a lift and it starts moving, you have given up your freedom for 3 seconds. You can't dodge sideways. You can't back out (well, you can, but you fall back down). You can't see over the | @SandyofCthulhu ✓ | 91.2K | 7.5K | 0.1x | 238 | Sep 10 |
| 27 | [image] I am still committed, and even my non-posting over the last week was BECAUSE I was committed.
I needed to be fully merged with the new team. We talked about whether we should do a new coin, and I said "Absolutely not. I don't want to abandon the people who believed in me. We're | @SandyofCthulhu ✓ | 91.3K | 6.9K | 0.1x | 192 | Aug 27 |
| 28 | [image] Hey guys, I've talked a lot about what id Software (and me! got right at id Software. Here is the other list. Things I got wrong. No excuses.
MAZES
I made too many mazes. In 1993, a maze could feel like good gameplay, because it took players a long time to navigate. So the | @SandyofCthulhu ✓ | 91.4K | 6.4K | 0.1x | 185 | Sep 18 |
| 29 | [image] early beta today or tomorrow. p2e sol and only for holders | @rdbotato ✓ | 9.8K | 6.2K | 0.6x | 77 | Aug 30 |
| 30 | [image] Game Designer thoughts.
The player is not your enemy. He is not your opponent. He is your guest.
You are 100% permitted to frighten a guest.
You may NOT waste his time. | @SandyofCthulhu ✓ | 91.4K | 5.7K | 0.1x | 281 | Sep 13 |
| 31 | [image] I got interviewed!
By an Italian! | @SandyofCthulhu ✓ | 91.3K | 5.0K | 0.1x | 115 | Sep 7 |
| 32 | [image] Until the game is ready to go, I'm just going to keep posting random stuff about Doom. Just for you guys, in this community. Please be patient, because creating a game is not a one-day process. That said, the team is working as fast as I've ever seen anyone else work, including | @SandyofCthulhu ✓ | 91.2K | 5.0K | 0.1x | 183 | Sep 10 |
| 33 | [image] What was Sandy working on every year since he started making games? | @SandyofCthulhu ✓ | 91.4K | 4.5K | 0.0x | 138 | Sep 16 |
| 34 | [image] What Tabletop Experience Gave Me at Id
Before I moved into computer games, I spent 6 years designing roleplaying games as a hobby, followed by another 8 years doing it professionally. When Doom came along, i didn't have to learn level design from scratch. I just adapted a job I | @SandyofCthulhu ✓ | 91.5K | 4.5K | 0.0x | 127 | Sep 22 |
| 35 | [video] Hey guys.
Want to see what’s coming for our $Doom community? | @SandyofCthulhu ✓ | 91.4K | 4.5K | 0.0x | 148 | Aug 29 |
| 36 | [image] Not some bs project either. And open source at thedotmack/pepe-agent | @Claude_Memory ✓ | 5.8K | 4.4K | 0.8x | 66 | May 6 |
| 37 | [text] The CTO is real…or rather, the SANDYTO
Can confirm that pumpfun has transferred it so Sandy gets 100% of the fees. | @existoid | 529 | 4.3K | 8.1x | 114 | Aug 27 |
| 38 | [video] I have made my peace with the Spawn.
It is possible the Spawn has not made its peace with me. | @SandyofCthulhu ✓ | 91.4K | 4.0K | 0.0x | 100 | Sep 14 |
| 39 | [image] Passing it on. Sandy's way.
From 2009 to 2011 I taught video game design at Southern Methodist University in Dallas. Actual students. Actual grades. They were not 18 year olds - it was a Master's Degree program. It's still active - look up The Guildhall at SMU. When I was there, | @SandyofCthulhu ✓ | 91.4K | 3.7K | 0.0x | 118 | Sep 20 |
| 40 | [image] GUESS MY LEVELS
This is a game for everyone who knows my Doom 2 maps better than I do.
I created 17 of the 32 levels in Doom 2. One of them I co-designed with Tom Hall (basically Tom did part of the map the year before, and I finished it). I have never formally said which ones | @SandyofCthulhu ✓ | 91.4K | 3.4K | 0.0x | 110 | Sep 17 |
| 41 | [image] So here's the thing. I think a lot of you guys probably agree that some of my level ideas came from my weekly phone calls from Satan.
I've been told that Doom 2 map 24 (the Chasm) and Map 23 (Barrels O' Fun) are both obviously from the Lord of Darkness. Some people hold out for | @SandyofCthulhu ✓ | 91.4K | 3.2K | 0.0x | 86 | Sep 14 |
| 42 | [text] It’s time to start sharing some details about what’s coming to $DOOM.
This is only a small introduction to everything we’re revealing today.
We are building a game with both PvP and PvE, and this time the $DOOM token will have real functionality inside the game.
For PvP, $DOOM | @Befbunny ✓ | 10.4K | 2.8K | 0.3x | 112 | Aug 27 |
| 43 | [text] The new $DOOM weapons are now loaded, and everything has been migrated to the new maps.
We just need to do some bug testing, and then we’ll be able to push it live so everyone can try it.
After that, we’re going to spend some time pushing the PvE forward, since you’ll already | @Befbunny ✓ | 10.8K | 2.2K | 0.2x | 48 | Sep 5 |
| 44 | [image] We’re already testing the first beta of the new $DOOM PVP. 🔥
The beta website is private for now and is only being shared through Telegram.
If you want to join us, test the game and help us find bugs, join the $DOOM Telegram group.
Time to test PVP. | @Befbunny ✓ | 11.8K | 2.0K | 0.2x | 72 | Sep 21 |
| 45 | [image] We’re still working on the new $DOOM character creation menu, just like one of the community members suggested.
For now, this is how it’s looking.
The idea is to keep expanding it with more customization options, armor variations, weapon skins and different ways to make your | @Befbunny ✓ | 10.9K | 1.9K | 0.2x | 55 | Sep 8 |
| 46 | [text] Want me and Sandy on spaces today? | @existoid | 546 | 1.9K | 3.4x | 101 | Aug 31 |
| 47 | [text] This week, $Doom ’s new PVP will be deployed with its completely revamped armor system, a new graphics engine, and SOL rewards. And of course, we’ll also begin working on the PVE. | @Befbunny ✓ | 10.9K | 1.8K | 0.2x | 81 | Sep 10 |
| 48 | [image] Sandy, if there’s a CTO with a CTO team and this is for Arthur as well we need to run some spaces in the next 24 hours introducing the CTO team and Arthur and Sandy need to be there. I believe this is the only way to ensure Community involvement and volume towards the project for | @WorldRipped ✓ | 304 | 1.3K | 4.2x | 35 | Aug 27 |
| 49 | [image] The pregnancy test absolutely doesn’t count, that’s DOOM in costume 😂
The tractor still wins for sheer absurdity though.
You know this better than most, Sandy.. when we built DOOM RPG for real BREW/J2ME phones, we had the same old problem: tiny screens, numeric keypads and | @DWhitlarkRPG ✓ | 14.6K | 1.2K | 0.1x | 28 | Sep 14 |
| 50 | [image] Well … this spring I weighed 235 lbs (107 kg).
I currently weigh 201 lbs (91 kg).
Had to tell someone. Why not you guys? My friends. | @SandyofCthulhu ✓ | 91.2K | 545 | 0.0x | 36 | Sep 9 |