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Re-Hangar: A Re-Interpreatation of E1M1


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DOOM00.png.1a0afd7fe37e47dc7a19a8c1b013a527.pngDOOM01.png.0aefe129c1ac4ffe15133973c2375d86.pngDOOM02.png.1aab2bddcf13c3bd6752b4ab5ea83684.pngDOOM03.png.5de017c08c49d468d1a7587e0b20f7ea.png

Screenshots taken with Chocolate Doom, using Nihal's Base Pallete

Hangar does not need a re-interpretation, but I was bored one day, so I went ahead and did one anyways, just for fun.

Fully compatible with Chocolate Doom, and replaces E1M1 of Doom 1.

 

HNTR and lower is equivalent to Doom 1's UV, HMP is the intended difficulty, and UV is meant to channel both SIGIL wads. Y'might not want to pick UV first.

 

Mash your face against the keyboard to download the map! idgames link coming eventually.

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Need me more vanilla maps like this. Not everything has to be a top-notch Boom/MBF/GZDoom mapset. Sometimes stuff like this will do.

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Well made map.  A little too dark, could use ever-so-slightly more shotgun ammo, but overall was straightforward to navigate.  I like that it was non-linear enough where you could poke around and get the monsters to fight each other.  Nicely done overall.

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  • 2 months later...

I completed Re-Hangar with GZDoom with Brutal Dooom v22 Beta Test 3 brutalv22test3.pk3 DOOM mod on Ultra-Violence, exciting DOOM2 level, 75/100. While Re-Hangar is based on E1M1 from The Ultimate DOOM, the level design is completely different, because the progression in the level is different, and the level will feature original gameplay.

 

The main weakness of Re-Hangar will be the graphics, because the Tech Base is relatively empty with dimly lit corridors present in the level. The level is full of surprises, which will include monster closets, enemies hiding in the dark, and the Cacodemons were well implemented flying around the exterior of the building. The level will contain numerous areas to explore with switches to activate to progress in the level, and the level is filled with explosive barrels, which leads to explosions present throughout the level. The biggest surprise in the level were the Secret Areas, because the Secret Areas were well implemented, and have visual improvements in comparison to Hangar from The Ultimate DOOM.

 

RECOMMENDATIONS

Add more detail to the level to improve the presentation of the level such as employee offices, crates, computer equipment, furniture, etc. to increase the immersion of the level. Design the level to provide the Cacodemons the ability to fly through windows in the Tech Base to increase the suspense of the level as well as the difficulty.

 

Gameplay: 85/100

Graphics: 65/100

Presentation: 75/100

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I Played this map, kind of challenging, the cacodemon at the beginning was a little harsh but the rest was medium in difficulty, of course I played this on UV, i really like the design of this level a lot. Feeling helpless at the beginning of a map with only a pistol filled with shotgunners and cacodemons is my kind of fun! 

No glitches were found, which is awesome. I like the architecture a lot, mainly because I have a soft spot for Knee Deep in the Dead themed levels!

Good job!

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