"By hacking its engine and designing new levels, Doom's diehard fans helped make it the most popular PC game o all time. Now they are recruits in the real-world deathmatch between Doom creators John Carmack and John Romero."
"'We've built an entire world. It's not like Quake — four episodes of unrelated crap — we've built a planet and a race of aliens. We have areas in the game that people can identify with — bunkers, hangars, warehouses, power stations and stuff. And then we've established missions and goals for each area. We wanted people to believe they were in a real place.' This is Tim Willits talking. He's lead level designer on Quake II."
"Mark Krynsky said: 'December 5th 1997 at the Puente Hills Mall in Los Angeles California. I helped cover the event for GameFan.com.' Check out his amazing photos of the id Software team at the Quake 2 Release Party!"
"Edge: Where did the idea for Wolfenstein 3D and Doom originally come from? John Carmack: They were both examples of gameplay looking for a game. We designed the user interaction and display technology to be as cool as possible, then worked a game around it. Wolfenstein was a homage to an old favourite, but Doom is just a killer environment with no pretensions of having a real story."
"If I concentrate really hard, then at the back of my peripheral vision I can just about make out the swish of a ponytail as Todd Hollenshead, CEO of id Software, shakes his head in dismay. 'No, your other right. Over there. The red armour,' he sighs, as I nervously jab the WASD of Quake 4 deathmatch, walking into walls, falling off ledges, and getting hurled into walls through faulty jump-pad use. I've been marked out as a player of remedial standards and Hollenshead is doing his utmost to make me less of a loser. It's horrible, and hard as I push myself I just can't concentrate. It's truly the stuff of nightmares. I'm playing Quake in front of the men from id — and the men from id think that I'm a noob. Freud would have a field day."