The summer of 2001 brought you CH Retro. A level filled to the rim with all that good John Romero episode 1 stuff we all know and love! Here's the entire episode!
E1M9 is a bit different from the other levels. I've used some ideas in that level which aren't exactly hard-core episode 1'ish.
Other than that, CH Retro Episode uses 99% of the episode 1 design 'codex'. There's only a few things such as a couple of episode 2 flats, which makes it deviate a tad. I've tried to make it look and play like Romero's masterpiece, but have also mixed my own style in with it to make it unique.
And please, don't warp into the middle of the episode. It's an episode and ment to be played as such. You'll get the most out of it by playing it from start to end. And E1M5 along with E1M7 is really worth making it through to! They're some of my better levels.
Finally, I'd like you to NOT use features such as jumping if you choose to play it using a sourceport!
The names for each individual level in the epiosde is as follows: E1M1: First Contact E1M2: Computers and Electronics E1M3: Main-Frame E1M4: Command Center E1M5: Chemical Processing Plant E1M6: Primary Base E1M7: Laboratories E1M8: Old Habits... E1M9: Strategical Offensive Array
Big thanx to my fellow DooM loving friend Paul Corfiatis for playtesting and giving good advice! Doomcenter Boss Ben 'BigDog' Swarts for E1M6 testing and stuff! Kristian Aro for playtesting E1M6! Anthony Soto for good episode 1 designing advice! Everyone who gave me feedback on the orig. map and encouraging me to make an episode!
& John Romero!
New levels from scratch (one borrowed section in E1M9)
Right around 3/4 of a year
DoomCad 6.1 by Matt Tagliaferri WadAuthor 1.30 by Williston Consulting BSP 2.3 by Colin Reed, Lee Killough RMB 2.1 by Jens Hykkelbjerg NWT 1.3 by Denis Müller