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John Romero: Making Catacomb 3-D

IbizaPocholo

NeoGAFs Kent Brockman


John Romero reunites the four founding members of id Software and takes them back to 1991 to relive the creation of Catacomb 3-D — the first texture-mapped first-person shooter. Through firsthand stories and hard technical truths, the team retraces the moment flat mazes became real spaces, laying the foundation for the FPS genre just before Wolfenstein 3D changed everything.
  • 00:06 ️ id Software was founded in 1991, moved from Shreveport to Madison, and built Catacomb 3-D during two intense winter months.
  • 00:30 The team set out to create Catacomb 3-D, the first fast-paced, texture-mapped first-person shooter.
  • 01:00 While developing Commander Keen 6, id planned a new game for Gamer's Edge, starting Catacomb 3-D in parallel.
  • 01:42 The decision to texture-map walls in real time pushed 3D visuals beyond anything previously seen on PCs.
  • 02:38 Inspiration for texture mapping came from academic graphics texts and early discussions around Ultima Underworld.
  • 03:19 ️ Clever EGA rendering tricks enabled fast vertical drawing, making high-speed 3D feasible on limited hardware.
  • 04:14 ️ Catacomb 3-D evolved from earlier Gauntlet-style games, translating fast arcade action into a new 3D perspective.
  • 05:29 ️ First-person view was chosen for speed, simpler aiming, and a stronger sense of player immersion.
  • 06:10 Core design ideas—colored keys, secret walls, simple story beats—became foundations for later id games.
  • 07:20 ‍ The iconic face-based health indicator debuted here and later appeared in Wolfenstein 3D and Doom.
  • 08:14 Artists used Deluxe Paint 2 and improvised workflows, creating memorable visuals despite strict memory limits.
  • 11:22 ️ Catacomb 3-D was the first 3D first-person game to support mouse controls, shaping PC shooter standards.
  • 13:01 Despite strong innovation, Catacomb 3-D earned far less than Commander Keen, making 3D a risky business choice.
  • 13:56 A shocking in-game moment convinced the team that immersive first-person 3D was the future of gaming.
  • 16:14 The lessons of Catacomb 3-D directly led to Wolfenstein 3D, Doom, and ultimately Quake, defining the FPS genre.
 
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is he trapped in the backrooms?
 
Just watching this now. It's so good.

Currently playing through Anachronox and enjoying the shit out of the writing so it's nice to see Tom Hall here talk about his earlier creation.
 
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