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Ultimate Doom E4M1 replacement I made


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Played through it.

 

Found it quite enjoyable, nice little quick couple minute run through.

 

The design is very reminiscent of 90's era pwads and I absolutely adore it, I love that style, there was one room in particular that I really liked the look of as well as the corridor leading up to it:

 

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I am absolutely inspired by 90s wads when it comes to the aesthetics and gameplay style im going for so Im glad to hear I at least hit those marks. Glad you enjoyed it!

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I was disappointed with this because when you say it's a "replacement for E4M1" it made me think you were going to go for something in that style.  There doesn't really appear to be any reason to have it be E4M1 vs E2M1 or any other map.  The map itself was pretty good from what I played, but it wasn't what I was hoping for unfortunately.

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Good fun, I love the visuals and how it's not really tied to any one episode's style.  Lots of interesting details, and the free-form, zig-zaggy architecture is a nice contrast against the neat 45/90° angles that tend to dominate techbase areas.  Everything felt very loose but with enough refinement to the details, placement, and texture choices that it never really felt like a mess and all holds together nicely.

 

The spaciousness of the map is really cool, something I always love, although one obvious downside of it is that it's pretty easy to avoid getting hit when up against projectile enemies, especially the ones in the Doom 1 roster.  As such, even on UV the map is pretty easy--I played it twice, and my only death was on the HMP run due to one of my own rockets to the face at the end.  The barons that come out after getting the yellow key are very easy to avoid, I have ample rockets and can just corral them into a group where I can grind them away one by one.  More weight towards hitscanners might add to the challenge in these outdoor areas, or maybe having more turret enemies teleport in to pressure you while dealing with the barons; or maybe even some lost souls could be a nice wrench in the works.  Just some thoughts.

 

Health was ample, as was ammo up until the final confrontation at which point I didn't have enough to dispatch either of the cybies (I probably could've gotten one if I'd concentrated my fire), but it was easy enough to just toddle off at that point.

 

Gameplaywise, my favorite areas were the central building (all the corridors and doors and the haphazard layout make it really easy to get encircled, and all the opening/closing doors add to the tension) and the final cyberdemon chamber, which also had a nice drama about it with the deep lowering floor.  Visually I loved everything.

 

EDIT: I also found a few slimetrails, and a couple missing textures, but I haven't figured out how to take screenshots in Eternity (someone help) so I wasn't able to snap them for you.  I guess rebuild the nodes and take a look at some of your doortracks ;3

 

Overall well done, especially considering what is after all a pretty limited set of baddies to use.  Hope to see more from you!

 

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lol

Edited by Stupid Bunny

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Yeah figuring out how to consistently deal with slime trails is still something I've gotta figure out when it comes to doom mapping lmao. Glad you noticed the among. its why a "reveal all of the map" secret is in there lmao,

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