Guardsoul Posted July 29, 2018 (edited) Hello everyone once again! As many of you have noticed, I have been posting some screenshots of the remake I´m currently working on and I have being asked a couple of questions about it. So I decided to create a topic to both answer them and have a place to post the progress of the map. This is a map I planned to remake a couple of years ago when I played KDiZD for the first time. As I was playing Z1M3 and admiring the detail in there, I also started to become aware that the map had a navigation problem with the underground area (a place that in my opinion was unnecessary but whatever...) in addition of some other problems that we all know very well. So my task here is to recreate, once again, E1M3 in UDMF format, avoiding the issues that Z1M3 had back in the day, with some GZDoom features that can enhance the player experience for the better. WIP Teaser published Here are some screenshots of the map (WIP) Spoiler Questions asked: What IWAD should I use to play the map? This map will replace E1M3 so The Ultimate Doom IWAD is what will be used. Will this be mod compatible? This is just a map with some minor sfx, new textures and music so it should be compatible with all mods as long as they don´t mess with the scripts. Have you planned any other remakes for the future? There are other maps I have in mind but I really doubt I´ll remake all Doom levels or even a single episode but... who knows? What should I use to run the map? GZDoom 4.2.1 with dynamic lights enabled (for better experience set sector lighting to dark) Download link? Sure!: https://www.dropbox.com/s/pli9my5uesbvdx1/E1M3 - Toxin refinery remake.zip?dl=1 Changelog (v1.1): Removed the door connecting to the storage area before the pools room Changed the sky to a higher resolution one Redistributed some enemies inside the pools room to avoid excessive infighting Added emergency lights to guide the player in the dark after picking the blue key Added the lightmode in the mapinfo for better experience Regards. Edited October 10, 2019 by Guardsoul 47 Quote Share this post Link to post
Fonze Posted July 29, 2018 I do vaguely remember seeing one or two of these shots in the pics thread; they look nice :) Best of luck as you wrap up the map and move on. 0 Quote Share this post Link to post
Guardsoul Posted August 1, 2018 Adding some extra complexity to the sewers 3 Quote Share this post Link to post
Guardsoul Posted August 30, 2019 Somehow managed to pull some time out of nowhere to work on this. Still working on this section adding things to the upper portal sector and other stuff. 15 Quote Share this post Link to post
Yugiboy85 Posted August 30, 2019 Absolutely gorgeous, man :D Keep it up 1 Quote Share this post Link to post
Jimmy Posted August 30, 2019 There's a part of me that says you can't really improve on the IWAD maps, and most kinds of heavy-duty detailing I find to be a bit silly, but this looks absolutely amazing. Very tasteful use of Cagetex. I approve immensely. I'll certainly find the time to play this. Do find a better sky, though! :P 4 Quote Share this post Link to post
Marcaek Posted August 30, 2019 This is lit. I'd like to see the whole E1 done like this. 2 Quote Share this post Link to post
AL-97 Posted August 30, 2019 27 minutes ago, Marcaek said: This is lit. I'd like to see the whole E1 done like this. Knee-Deep In ZDoom, no? 0 Quote Share this post Link to post
Alter Posted August 30, 2019 36 minutes ago, AL-97 said: Knee-Deep In ZDoom, no? No KDIZD has nothing on this. For one this is still extremely detailed but the visuals are clean, and unlike KDIZD this doesn't seem to suffer from the problem where detail gets in the way of the player's movement. So I look forward to playing this :> 3 Quote Share this post Link to post
Loud Silence Posted August 30, 2019 Will it work in Eternity Engine? It supports UDMF. 0 Quote Share this post Link to post
Guardsoul Posted September 4, 2019 On 8/30/2019 at 11:21 PM, Loud Silence said: Will it work in Eternity Engine? It supports UDMF. I´ll need to give it a try and check if it works. We keep making progress, more rooms completed and the release date is nearer. 6 Quote Share this post Link to post
Guardsoul Posted September 7, 2019 We are reaching the end of the journey but it´s not done yet! 8 Quote Share this post Link to post
Guardsoul Posted September 10, 2019 Teaser video added to the first post. 1 Quote Share this post Link to post
Guardsoul Posted September 17, 2019 Adding the final rooms to the map. If everything go as planned, the map should be released by the end of next week. 7 Quote Share this post Link to post
Guardsoul Posted September 22, 2019 Version 1.0 has been released. 6 Quote Share this post Link to post
Jark Posted September 22, 2019 Absolutely spiffing map that keeps on giving the more you explore, I implore you drop anything you're doing and play this right now! Good gravy it's a perfect balance between gameplay, looks, faithfulness to E1M3 with recognisable areas and oh so very modern with juicy ambience and groovy effects. Definitely looking forward to future content, I'm fascinated to see what you come up with next. 0 Quote Share this post Link to post
Guardsoul Posted September 22, 2019 Replaced the watersplash actor with the green particle fountain since there were some complaints about the performance. The new version is now available. 1 Quote Share this post Link to post
Mike_C Posted October 6, 2019 Amazing work! I just played it last night and really enjoyed it. can't wait to see more maps from you. Keep it up! 0 Quote Share this post Link to post
Angelwitch Posted October 6, 2019 (edited) E1M3 is my favourite map, so I was obviously really excited to play this and it didn't disappoint : ) The mood was fantastic, great use of lighting and sounds. The music by Salvatore Simone was a great touch. I had a lot of fun playing through this a bunch of times. I hope you continue to re-make maps, E1M1 would be interesting! Edited October 6, 2019 by manmoth 0 Quote Share this post Link to post
geo Posted October 6, 2019 I think this is what people wanted for Doom 3. 0 Quote Share this post Link to post
Diego Ignelzi Posted October 6, 2019 Wow you have done a great job. I think this deserves a Cacoward. 4 Quote Share this post Link to post
Alter Posted October 6, 2019 Hey Guardsoul, I finished the map with the secret exit and I thought it was a faithful, excellent remake of E1M3 but I got two issues with it, minor issues but here we go: 1. In the blue keycard room, make it so the light comes back online after 10 seconds, even to 64/96 brightness, navigating in full dark is not fun :P 2. Why are there radsuits in a secret that you need to go back, in one secret part of the map, with the sewer system. This is the kind of a E1M3 remake I wanted to see in KDIZD instead of what we go back then. Also, nominated it for Cacowards just FYI 0 Quote Share this post Link to post
Mike_C Posted October 6, 2019 2 hours ago, Diego Ignelzi said: Wow you have done a great job. I think this deserves a Cacoward. I totally agree 1 Quote Share this post Link to post
Phobus Posted October 6, 2019 This is an incredible GZDoom map. Tasteful use of visual effects such as translucency and dynamic lights; huge layout that's still easy to navigate even with all of the secrets and great, fast-paced game play using the standard E1 cast. I assumed that jumping and crouching were left intentionally activated. I only needed crouching for one thing and jumping for a couple - all secrets. I cannot recommend this highly enough. Right up there with the best I've played from the ZDoom community, I actually think this map benefits from restricting the DECORATE usage to special effects. A great mix of old-school game play and UDMF features. 1 Quote Share this post Link to post
RonnieJamesDiner Posted October 6, 2019 First of all, I applaud you for taking the 130 monster count (classic on UV) to nearly 600, without adding monster types who weren't in the original e1m3. Not much to say that hasn't already been said -- the map is gorgeous, and all of the UDMF features are on great display and used in subtle, effective ways. The encounters are fun, though not terribly innovative, there's just an overall exciting run-and-gun vibe to the whole thing that feels very satisfying to play. The use of Doom 3 sound effects were a highlight for me. They added as much atmosphere to the map as any of the visual effects, and together, it all just created this wonderful experience -- if I ever imagined a cross between classic Doom and Doom 3, this would be it. I'm awfully tempted to throw down a gauntlet here for you... I'd absolutely love to see you tackle a remake of either The Factory, Downtown, or Industrial Zone from Doom II. 0 Quote Share this post Link to post
General Rainbow Bacon Posted October 6, 2019 ^What him said. I also think some more map remakes would be great. I'll second a "Downtown" remake. Or a new "Bloodfalls" 0 Quote Share this post Link to post
HLRaven Posted October 6, 2019 Dude you need to remake all of the doom levels, this is fucking amazing 0 Quote Share this post Link to post
Vermil Posted October 7, 2019 Looks good, but the layout is very very similar to the original. 0 Quote Share this post Link to post
Guardsoul Posted October 7, 2019 I really appreciate all the comments in this thread, you are all the best! Now let's answer some questions: On 10/6/2019 at 5:06 PM, Alter said: Hey Guardsoul, I finished the map with the secret exit and I thought it was a faithful, excellent remake of E1M3 but I got two issues with it, minor issues but here we go: 1. In the blue keycard room, make it so the light comes back online after 10 seconds, even to 64/96 brightness, navigating in full dark is not fun :P 2. Why are there radsuits in a secret that you need to go back, in one secret part of the map, with the sewer system. This is the kind of a E1M3 remake I wanted to see in KDIZD instead of what we go back then. Also, nominated it for Cacowards just FYI Not the first time I'm told that. In the next version I'll add some extra emergency lights to guide the player. This was a suggestion by one of the testers since I was rewarding the same stuff in several secrets. Thank you for the nomination! 23 hours ago, RonnieJamesDiner said: First of all, I applaud you for taking the 130 monster count (classic on UV) to nearly 600, without adding monster types who weren't in the original e1m3. Not much to say that hasn't already been said -- the map is gorgeous, and all of the UDMF features are on great display and used in subtle, effective ways. The encounters are fun, though not terribly innovative, there's just an overall exciting run-and-gun vibe to the whole thing that feels very satisfying to play. The use of Doom 3 sound effects were a highlight for me. They added as much atmosphere to the map as any of the visual effects, and together, it all just created this wonderful experience -- if I ever imagined a cross between classic Doom and Doom 3, this would be it. I'm awfully tempted to throw down a gauntlet here for you... I'd absolutely love to see you tackle a remake of either The Factory, Downtown, or Industrial Zone from Doom II. 21 hours ago, General Rainbow Bacon said: ^What him said. I also think some more map remakes would be great. I'll second a "Downtown" remake. Or a new "Bloodfalls" I'm working with Gardevoir in the Ultimate Doom II megawad remaking all the original Doom II maps (Boom format though) with Bloodfalls being one of my maps :P so check it out as well! 10 hours ago, Vermil said: Looks good, but the layout is very very similar to the original. That was the idea! 3 Quote Share this post Link to post
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