Amsterdoom: Difference between revisions
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* https://web.archive.org/web/20041010152833/http://www.wirehub.nl/~dav-lwm/Amsterdoom%20Technical%20Overview.htm | * https://web.archive.org/web/20041010152833/http://www.wirehub.nl/~dav-lwm/Amsterdoom%20Technical%20Overview.htm | ||
Technical overview of the game and its development, documented by the games lead technical designer Lambert Wolterbeek Muller. It describes the engines used, modifications made, rendering techniques and level editor implementations. Published in March of 2000, right around the time the game was launched. | Technical overview of the game and its development, documented by the games lead technical designer Lambert Wolterbeek Muller. It describes the engines used, modifications made, rendering techniques and level editor implementations. It even documents levels should be compiled. Published in March of 2000, right around the time the game was launched. | ||
== Forum threads == | == Forum threads == |
Revision as of 13:56, 6 Mayıs 2021
AmsterDoom is a first person shooter developed by Davilex and published in March of 2000. Davilex was a developer of video games, computer games and computer software from the Netherlands. The game is set in the city of Amsterdam, which has been invaded by alien creatures. It takes place in several well known locations like the central station, red light district and Schiphol Airport. The game was created to be an entry level FPS for people that had little experience with such games: a mass market audience. The game was only released officially in the Netherlands.
The game was developed for over a year. It makes usage of a modified Genesis3D engine, an existing open 3d engine which could also by licensed for commercial usage. It also uses a game engine that was developed in house.
The game was not the success that Davilex hoped it would be. Around October of 2001 the game was renamed and republished as Amsterdam Monster Madness. Davilex states that this is a business decision: the game failed to reach its intended audience in the numbers it hoped for. The change of the game and the box art was made to appeal more to a general audience instead of a traditional gaming audience, who in some reviews were very dismissive of technological and gameplay aspects of the game compared to other shooters like Quake 3 and Unreal Tournament.
The game Invasion Deutschland (also by Davilex) was published after this game and uses a lot of the same assets, level designs and enemies from AmsterDoom. That game takes place in several locations within Germany, in cities like Berlin and Cologne. This builds upon the same strategy that Davilex took with some of its previous games, where the racing game Netherlands focused A2 Racer would also get adapted and localized versions for countries like the UK and Germany.
Alternative box art[edit]
News[edit]
Interviews[edit]
Interview with Ellen van Meerendonk, at that time marketing manager Games at Davilex, published in November of 2002. Goes into the retail performance of the game and the failure of the game to reach its intended mass market audience instead of hardcore gamers. Also states that this was the driving force behind the decision to change the name of the game to Amsterdam Monster Madness. Also mentions that no sequels of this type of game are to be expected.
Reviews[edit]
- Gamersnet.nl review from May 2000
- Gamers.nl review from March 2000, including comments from readers and a developer of the game
- Game Place website review from March 2000
- Gamez.nl review from March 2000
- Gamesen.nl review from March 2000
- Contemporary review from November 2002 in the retro shooter focused publication E1M1, issue #2. Publication still in circulation.
Television[edit]
Item in the news program NOVA with interviews discussing the slight uproar at the idea that a player would be able to shoot parking attendants in the game. Interviews include the CEO of creator Davilex and a parking attendant.
Item in the afternoon program Middag Editie with interviews discussing the slight uproar at the idea that a player would be able to shoot parking attendants in the game. Broadcasted on 1st of March 2000.
TV commercial of the game. Unknown broadcast period.
Technical information[edit]
Technical overview of the game and its development, documented by the games lead technical designer Lambert Wolterbeek Muller. It describes the engines used, modifications made, rendering techniques and level editor implementations. It even documents levels should be compiled. Published in March of 2000, right around the time the game was launched.
Forum threads[edit]
Thread on tweakers.net from March 2000, with people discussing the game. Hardcore gaming oriented
Miscellaneous[edit]
Screensaver of the game included on a pack-in disc included with Eigen PC magazine
Website[edit]
Website of the game as it was in April of 2000. Redirects to this page when you visited amsterdoom.nl
Information page on the Davilex website from October of 2000 showing the box art of the Amsterdam Monster Madness version of the game for the first time. The title of the game has not been updated yet on the page. Price of the game is Hfl. 29,95.
Information page on the Davilex website from November of 2000 showing the box art of the Amsterdam Monster Madness and the new title. The text describing the game has been updated as well. Price of the game lowered to Hfl. 14,95.
Updated information page with new price: the game is now € 6,95 as the Netherlands has now moved over to the Euro as its currency.
Game credits[edit]
Source: help file included with the game.
Productidee * Rudolf Wolterbeek Muller Projectleiding * Edwin van Dessel * Vincent Beek Productontwerp * Peter Cossee * Richard Duijnstee Technisch ontwerp * Lambert Wolterbeek Muller Programmering * Arjan van den Boogaard * Frits Broekhuis * Jacco Bikker * Juri Oudshoorn * Mike van der Voort * Paul de Feyter Grafische vormgeving
* Alejandro Gasch Kuhne * Anko Elzes * Arjan Ubert * Camiel Feij * Jan-Pieter van Seventer * Marc van den Boom * Mathijs Mahon * Milan Polle * Peter van Dranen * Remi van Loenen * Rudy Seedorf * Shawn Burnam Documentatie * Marleen Overduin Muziek en geluid * Marwijn Mommersteeg * Nico Verrips Intro animatie * Bumble Bee Studios Kwaliteitscontrole * Didier Pippel * Jan Molenaar Marketing * Ellen van Meerendonk