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Water, he explained, was one of Lovecraft's Achilles' heels. Things that were cold or aquatic were major features in his stories." That knowledge spurred Petersen to use water in ways that would cause players to second-guess their progression. There had been floors covered in slime or lava, but those had been textures that dealt damage.In Quake, water was a 3D space, just like rooms and hallways, except players moved sluggishly and had to come up for air every 30 seconds or so.Dialing back resources was a tool Petersen used to get under their skin.Petersen also enjoyed making players wait to get their hands on more powerful weapons like the rocket launcher and lightning gun."When I spoke to the artists, Kevin and Adrian, about what creatures to put in the game and ideas for them, some of them came right from Lovecraft.For example, the black blob monsters that hop around and explode?"The Quake levels were small, and I was okay with that," Petersen stated.
"It not only informed my [level] design work," Petersen said of Lovecraft's writings.
One of the things that had irritated him about designing Doom was that he had not been able to claim any episode for himself; every designer contributed to each episode.