Jump to content

E3M7 "LIMBO" REMAKE


Recommended Posts

MY REMAKE OF DOOM's E3M7 "LIMBO"

Any feedback is much appreciated!

Like my other remakes, this is simply a visual upgrade. The gameplay, level progression, and enemy placement remain the same as the original. This is only intended to be an objective visual upgrade on the original.

***Features an alternate version which makes the sky visible like in the PSX version of Limbo

DOWNLOAD:

https://drive.google.com/file/d/1iIDVnTD8IyyJyFZbTQioYE4EKUUK7lDv/view?usp=sharing

-------------------------------------------------------------------------------------------------------------------------------

DESCRIPTION AND SCREENSHOTS:

Upon breaching the edifice upheld by marble pillars, one plummets into the stygian depths of a cavernous abyss. Within this lightless sanctum lies a forsaken Unholy structure, its construction devoted to the veneration of infernal entities of unparalleled malevolence. Ash from the surface of Hell blankets and consumes the passageways, ensnaring any hope of retreat. Satyr faces carved in the viridescent marble walls ooze blood, forming vast, unholy reservoirs. Beneath the Unholy chapel, catacombs cradle thousands of skulls, a grim testament to the tormented beings who once paid homage to the unspeakable. The sole egress from this maddening abyss lies in navigating a confounding array of teleporters, a harrowing sequence guiding the desperate soul back to the surface through the eldritch architecture of otherworldly design.
https://imgur.com/FpOnsLm
https://imgur.com/h1mKGDh
https://imgur.com/WjadTFU
https://imgur.com/azJmH7j
https://imgur.com/cOhtmXI

https://imgur.com/8fkmqF9

https://imgur.com/dvBZwTL

https://imgur.com/E4cERNM
-------------------------------------------------------------------------------------------------------------------------------

DETAILS

- IWAD: Doom
- Tested with only GZdoom, but works with Boom (with some visual bugs), does not run vanilla
- Doom level format
- Does not include custom assets
- No custom enemy placement, includes the same enemies as the original
-------------------------------------------------------------------------------------------------------------------------------

IN PROGRESS MAPS
E1M4 -
https://imgur.com/IHnR3BT

https://imgur.com/htn6QiV

E3M4 -

https://imgur.com/VVc8XZ4
https://imgur.com/iqOddqk

-------------------------------------------------------------------------------------------------------------------------------

MY OTHER REMAKES

E1M9 - 

E2M9 - 

E3M1/9 - 

 

Edited by PhobosVB

Share this post


Link to post

Those screenshots look really enticing!  I missed your earlier releases for some reason, but the project is definitely showing good results.  It reminds me of Chris Lutz's remake of Doom 2's hell levels (which was also amazing).

Share this post


Link to post
1 hour ago, LadyMistDragon said:

I have no idea what the shootable switch did....but this was pretty good still!

Thank you so much for playing, I really appreciate it! In the original the secret BFG wasn't really a secret at all, so in my version I put an inescapable pit before the BFG room which only raises if you shoot the eye. I decided on a shootable eye because I felt that the feature sort of came out of nowhere with Romero's Sigil. I thought that if someone were to remake the older episodes, the Sigil eye feature sort of needed to be "retconned" a little into the older episodes so that they would have a more natural flow into the newer episode 5.

Share this post


Link to post

Not sure how can it work in vanilla if it's boom level format. Both Steam re-release and DOS version crashed instantly at level load for me.

 

Really like that the design is reminiscent of In Hell, I Rage, one of the best pwads I've ever played. Every place has its own mood, sense of purpose, everything is immersive and convincing. There are also elements of Sigil to give sense of continuity between Doom's old and new episodes.

 

There are little issues that require correction. It becomes impossible to advance if you jump down on the way to BFG before the floor is raised and there's a softlock at 06:37 where it isn't possible to get out of the radioactive floor pit. Played with PrBoom Plus.

 

 

Edited by EmoLevelDesigner

Share this post


Link to post
4 hours ago, EmoLevelDesigner said:

Not sure how can it work in vanilla if it's boom level format. Both Steam re-release and DOS version crashed instantly at level load for me.

 

There are little issues that require correction. It becomes impossible to advance if you jump down on the way to BFG before the floor is raised and there's a softlock at 06:37 where it isn't possible to get out of the radioactive floor pit. Played with PrBoom Plus.

 

Thanks for playing and thank you for your feedback! I apologize for compatibility issues, I'll go back and clarify these issues in the posts as well as the readme files if needed. As far as softlocks, I just fixed the yellow key room softlock. But I think I'll keep the BFG room softlock because if the player falls into the pit, he'll surely be prompted to look deeper into it and it's function the next attempt. But hopefully the secret isn't cryptic enough to only allow people with foreknowledge of the original map to find it.

Share this post


Link to post

That is neat, but I have to object to the use of "remaster" here, since that is clearly not what the map is.

 

"Remade", "Reinvented", "Reimagined", "Revised" or even "Enhanced" would be more appropriate and accurate.

Edited by Rudolph

Share this post


Link to post

 

E3M7 isn't my far from my favorite level in Ultimate Doom but the visuals intrigued me!

I enjoyed this level a lot more than I enjoyed the original one. The only glitch I found was a couple of demons stuck near the Blue Skull (visible @ 1:30). I used the pistol quite a bit, I may have missed on some ammo here and there because it felt a bit scarce, but other than that, well done!

Share this post


Link to post
1 hour ago, Oxyde said:

I enjoyed this level a lot more than I enjoyed the original one. The only glitch I found was a couple of demons stuck near the Blue Skull (visible @ 1:30).

Thanks! I'm so glad you enjoyed! It's good to hear my goal has come to fruition (although I suppose the bar has been set pretty low with the original map). I just uploaded an updated version that fixes the stuck pinkies. Thank you so much for the feedback!

Share this post


Link to post

Just tried it out, I'm legitamately impressed! It's quality is similar to that of your other enhancements. And also, that little Sigil reference is a really nice touch.

 

I spotted a bug, standing outside the exit door has a hurt floor for some reason. Other than that, all good. Looking forward to seeing the rest! :D

Share this post


Link to post
17 hours ago, RichardDS90 said:

Just tried it out, I'm legitimately impressed! It's quality is similar to that of your other enhancements. And also, that little Sigil reference is a really nice touch.

I spotted a bug, standing outside the exit door has a hurt floor for some reason. Other than that, all good. Looking forward to seeing the rest! :D

Fixed! I really appreciate the support, it's really encouraging!

Share this post


Link to post
27 minutes ago, PhobosVB said:

Fixed! I really appreciate the support, it's really encouraging!

Glad to hear it, will there be plans to compile them all in one WAD?

Share this post


Link to post
42 minutes ago, RichardDS90 said:

Glad to hear it, will there be plans to compile them all in one WAD?

Kinda. I honestly don't know if I'll be working on this project long enough to do an entire Ultimate Doom remake. I look forward to at least completing all the maps in an episode and compiling that into a single wad. I've worked on levels in every episode actually, but I really can't promise I'll do all 36 levels. This map took me months to complete (partly due to personal life and partly due to my lack of skill). But maybe at some point I'll get into the groove of things and I'll be making maps faster which will allow me to do every level before life catches up to me. However, I know that if I ever abandon this project, I offer whatever I left behind to anyone who is willing to complete the remaining levels.

Edited by PhobosVB

Share this post


Link to post

Don't really care for E3M7 (it's all the teleporting), but I played this anyway. Pretty good. The teleporting wasn't that annoying this time, as I didn't seem to have as much trouble remembering where all the teleporters led to. Anyway, I already thought that the original E3M7 was a good looking level, but this is much better. I also like how you didn't really change the gameplay.

Edited by Kor

Share this post


Link to post

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...