Amalgoom RC3 + Sandy Petersen Interview (2025)

I'm glad I saved some space right here. I wanted to thank some people and do a little writeup for Amalgoom.


Amalgoom. A project full of expectations.
When we play a map that mixes hangar with Entryway, we do so by wanting to know how different parts of the map were implemented, how that secret you love was represented, how the iconic areas of each map were intertwined. This is what is the most interesting about this project.This was also the criteria that we used to evaluate our maps, even though we didn't reject many. We tried to work with mappers to implement these areas without being too overbearing, but that balance is hard to strike.

Though a lot remains from each person's personalities in all of these maps, as well as the effort of all the mappers and testers, it could not ever be tamed and follow a single cohesive vision. Amalgoom, just like its name suggests, ended up being an amalgamation of ideas, concepts and level design philosophies.

And perhaps that is for the best. Only time can tell.


Working on this Community Project was really hard. We've all learned many valuable lessons that we'll probably carry from this for the rest of ourlives. Lessons that wehope can be useful in future endeavors inside and outside of the Doom community.

But it was ultimately fruitful. Wecan say We'revery proud of the maps in this megawad. Even with the way the project started, most of the maps were miraculously able to achieve a more cohesive vision. Some maps diverge a bit from that vision, but even these maps are not bad maps at all. I think for a first project, we've done a good job.

Acknowledgements

We would like to thank everyone who helped this wad reach its current state. All the mappers,composers, playtesters, people who have helped us build the wad and check, recheck, build and rebuild, bug hunt and test, and everyone who helped us along the way. Thanks for withstanding the rounds of feedbacks, reviews, bug hunting and general fixing we had to go through. And thanks for the amazing soundtrack mixups that make us dive head first into the memories of the past, but this time a little bit differently. It wouldn't be the same without you.

I'd like to thank some special people particularly too.
Thanks to @The Royal Wefor carrying this project on the final run. We both led it at different parts, but there were moments where we helped each other not give up. Most of the work done in the last few months were on his behalf, and he was the one who truly had the ideas that made this a special project.
Thanks to @Rusfor helping us a lot in the final round, and for editing the Sandy Petersen interview so diligently. I think everyone will be able to enjoy it.
Thanks to @elf-alchemistfor helping us build the wad and for testing it extensively.
Thanks to @minimedalsfor helping us make sense of the songs we got and packing them up neat and tidy.
Thanks to @HEXWALKERand co. for the credits map and for the songs they provided, as well as for being great supporters of the project.
Thanks to @PhobosVBfor making widescreen assets based on the original Graphics made By The Royal We.
Thanks to all the members of my discord server, Hell Keep. It wouldn't have been possible to have come this far without you.

And last but not least, thanks to all of you who are playing Amalgoom right now. We hope our feelings of love for the two classic games can reach across the world. I hope to see you all in other future projects.

Edited by DoomGappy

Amalgoom RC3 + Sandy Petersen Interview (2025)
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