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A Familiar Tech Base [1.1]


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Fun little remake, enjoyed running through it.

Some feedback:

  • playtest some more. 
  • The hellknight in the last room couldn't chase me outside the room, door was too small
  • the first secret to the outside didn't function well on repeat attempts
  • I really like how you set up the dead marine with the rocket outside
  • There is probably a better way to set up the wad in terms of textures and not bundling 70mega of otex textures with the zip

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Pretty descent, but :

 

Annoying texture misalignements here and here.

Dimensions are too odd and don't feel natural (especially when you have played a thousand time the original map).

Maybe because of the gigantic dimensions, the map feel as empty as the PSX version but without the cool creepy/industrial ambiant (thanks to the music and lighting). 

If you take the secret to go outside without taking the blue key, the beginning is soft locked and you can't backtrack to it (pretty frustrating, just put a DR/D1 door open wait close/door open stay for the other side linedef).

 

That's it :p

 

Above that, well... It's E1M1, I mean, nothing new, it's ok though :D

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@Inky_ I'm not really much into getting into the details of the levels, but to tell the truth, my only problems have been the fact that the marine can get stuck in certain parts that don't seem to have a way out, such as the blue key entrance. where that pinky was, or also in the secret where the imps platform goes down and the shotgunner and the chaingunner are found there. Otherwise, it is a good recreation of the old E1M1 :D

 

 

 

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E1M1 by way of MAP01, neat. Not sure how I feel about Doom 2 enemies in an E1 techbase, though; watched LMD's video in the last post. Even pinkies would be a significant departure from the original; that hell knight / lost soul combo in the exit rooms is even more brutal.

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