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Cell
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Don't you think so?

Then, you should consider how many new textures and flats are introduced in Containment Area! At about one third of the entire non-Shareware Doom texture set. E2M1 does introduce a few, but - trust me - it's nothing related to E2M2's badass innovations. The only map able to be compared to E2M2 in terms of new textures is E2M3, but those are a bit fewer in fact, even if it counts the well-known SP_HOT1 as well. The rest of the maps do rather just backtrack in texturing, even if there are still some newly-considered stuff in - for example - E2M4: GRAYVINE, FLAT5_7-8, SP_FACE1, GSTFONT3 and MARBFAC3, but they're still negligible related to the E2M2 ones.

Last edited by Cell on 11-19-11 at 11:48

Old Post 07-28-11 12:31 #
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Sodaholic
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The first four maps are by Tom Hall, along with E2M7. Many of the non-shareware textures were originally intended for episode one, if you look at the alpha versions.

I also don't really see what's so revolutionary about introducing new textures in a game.

Old Post 07-28-11 13:00 #
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Cell
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Sodaholic said:
I also don't really see what's so revolutionary about introducing new textures in a game.

Me neither, but I suppose the "playing Doom for the first time in progression" experiences should say this.

Old Post 07-28-11 13:46 #
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KiiiYiiiKiiiA
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I'm with Cell on this one.

'Coz I can remember playing heaps of the shareware back in the day, and finally getting the full version. I was playing it at a friends house, and sure, we thought E2M1 was good, but E2M2 just made our jaws drop in awe as we played our way through it.

Just as an aside, I remember also there was this 'dark' medikit just near the start of that level, and we stayed well away from it, on account of we had no idea what it did and had never seen one before...

Old Post 07-28-11 14:35 #
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Processingcontrol
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Is there a list of which textures first appear in which level?

Old Post 07-28-11 16:34 #
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Grazza
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By this logic, E1M1 should be lauded most of all for featuring only textures and other resources that hadn't been seen in previous levels.

Old Post 07-28-11 16:48 #
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Cell
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Grazza said:
By this logic, E1M1 should be lauded most of all for featuring only textures and other resources that hadn't been seen in previous levels.

Previously Doom didn't even exist!
OK, I see your point, but I was talking about Ep2< materials in general. Techbase style and texturing should be taken for granted by then.

Processingcontrol said:
Is there a list of which textures first appear in which level?

I can make one if you want it sooo bad!

Old Post 07-28-11 16:55 #
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bimlanders
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I think that most of us who were around back in 1993 played Doom shareware about a hundred or more times before registering. Hell, if I wasn't thirteen with no money back then, I probably would have ordered the game after the first play-through. But back then I had to convince my mother, after I got the money, to use her credit card over the phone. She really didn't want to do that. So finally getting the complete game and seeing all those new textures in EP2 was really mind blowing. At the time Doom was still considered the most revolutionary game for the PC by many, and I still had the awe of a child to go along with it. You cannot recreate that experience.

Old Post 07-30-11 15:20 #
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Cell
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So, here's the list:

E1M1

Flats:
- CEIL3_5
- CEIL5_1
- CEIL5_2
- F_SKY1
- FLAT14
- FLAT18 (!)
- FLAT20
- FLAT23
- FLAT5_5
- FLOOR1_1
- FLOOR4_8
- FLOOR5_1
- FLOOR6_2 (!)
- FLOOR7_1
- FLOOR7_2
- NUKAGE3
- STEP1
- STEP2
- TLITE6_1
- TLITE6_4
- TLITE6_5
- TLITE6_6

Textures:
- BIGDOOR1
- BIGDOOR4
- BRNBIGC
- BRNBIGL
- BRNBIGR
- BROWN1
- BROWN144
- BROWN96
- BROWNGRN
- COMPSPAN
- COMPTALL
- COMPTILE
- COMPUTE2
- COMPUTE3
- DOOR3
- DOORSTOP
- DOORTRAK
- EXITDOOR
- EXITSIGN
- LITE3
- NUKE24
- PLANET1
- SLADWALL
- STARG3
- STARGR1
- STARTAN1
- STARTAN3
- STEP1
- STEP2
- STEP6
- SUPPORT2
- SW1COMP (UD only)
- SW1STRTN

E1M2

Flats:
- CONS1_1
- CONS1_5
- CONS1_7
- FLAT10
- FLAT22
- FLOOR0_3
- FLOOR3_3
- FLOOR4_1
- FLOOR4_5
- FLOOR5_3
- FLOOR5_4
- MFLR8_1

Textures:
- STARG1
- STARTAN2
- COMPSTA1
- COMPSTA2
- BROWNHUG
- COMPUTE1
- DOOR1
- DOORRED
- GRAY7*
- GRAYTALL*
- LITE4
- LITE5
- LITEBLU3
- METAL1
- PIPE2
- PLAT1
- SHAWN2
- SLADPOIS
- SLADRIP3
- STEP3
- STEP5
- STONE
- STONE2
- STONE3
- SW1PIPE
- SW1SLAD
- SW1STON1
- TEKWALL2
- TEKWALL5

E1M3

Flats:
- CEIL3_2
- CEIL4_3
- FLAT5_4
- FLOOR0_1
- FLOOR1_7

Textures:
- BRNPOIS2
- BRNSMALC
- BRNSMALL
- BRNSMALR
- COMP2
- DOORBLU
- DOORYEL
- GRAY4*
- GRAY5*
- LITEBLU4
- NUKEDGE1
- STEP4
- STONPOIS
- SW1BRCOM
- SW1BRNGN
- SW1DIRT
- SW1STONE
* The indexed textures doesn't "visually" appear, they're only featured to flag some non-visible linedefs. Same for the E1M2 ones.

E1M4

Flats:
- FLAT5

Textures:
- BIGDOOR1
- BRNPOIS
- LITE2
- SW1METAL
- SW2BROWN

E1M5

Flats:
- CEIL3_1
- CEIL4_2
- FLOOR4_6
- FLOOR6_1

Textures:
- REDWALL1
Trivial to this level that GRAY5 features it and actually does physically appear as the door tracks of all three doors of the outdoors Soulsphere secret.

E1M6

Flats:
- FLOOR0_6

Textures:
- LITEBLU1
- BROWNPIP
- SW1BRN1
- SW1BRN2

E1M7

Flats: none

Textures:
- LITEBLU2
- SW1COMM

E1M8

Flats:
- DEM1_1
- DEM1_2
- DEM1_3
- DEM1_4

Textures:
- SW1STON2

E1M9 NONE

E2M1

Flats:
- BLOOD3
- CEIL3_6
- FLOOR1_6
- GATE1
- GATE2
- GATE3

Textures:
- EXITSTON
- GSTONE1
- GSTONE2
- PIPE1
- SW1EXIT
- SW1GSTON

E2M2 (Here comes the huge one!)

Flats:
- CEIL1_1
- CEIL3_3
- CEIL3_4
- CEIL4_1
- COMP01
- CRATOP1
- CRATOP2
- DEM1_5
- FLAT1
- FLAT2
- FLAT3
- FLAT4
- FLAT5_1
- FLAT5_3
- FLAT9
- FLOOR0_5
- FLOOR0_7
- MFLR8_2
- MFLR8_3
- MFLR8_4

Textures:
- ASHWALL
- BIGDOOR3
- CEMENT1
- CEMENT2
- CEMENT3
- CEMENT4
- CEMENT5
- CEMENT6
- CRATE1
- CRATE2
- CRATELIT
- CRATINY
- CRATWIDE
- DOORHI
- GRAY2
- GRAYBIG
- ICKWALL2
- ICKWALL3
- ICKWALL4
- LITE96
- MARBLE1
- MARBLE2
- MARBLE3
- METAL
- NUKEPOIS
- SKINSYMB
- STEPLAD1
- STEPTOP
- SUPPORT3
- SW1CMT
- SW1GARG
- SW1SATYR
- SW2LION
- TEKWALL3
- WOOD1
- WOOD3
- WOOD4
Also, here does GRAYBIG firstly physically appear.

(E2M2 beat E1M1. In the latter, there are 22 new flats and 33 new textures (meaning 55 "new" designs), whilst E2M2 has 20 new flats and 37 new textures, resulting in 57 new designs. This means that even if not by a long shot, but E2M2 WINS! I was right!)

E2M3

Flats:
- FLAT1_1
- FLAT1_2
- FLAT8
- SFLR6_1
- SFLR6_4
- SFLR7_1
- SFLR7_4

Textures:
- BLODGR4
- BROVINE
- BROVINE2
- BROWNWEL
- DOORBLU2
- FIREBLU2
- FIREMAG3
- MIDBRN1
- MIDVINE2
- PIPE4
- PIPE6
- SKINEDGE
- SP_HOT1
- SP_ROCK1
- STARBR2
- STARG2
- STARGR2

E2M4

Flats:
- CEIL1_2
- FLAT5_7
- FLAT5_8
- FLOOR0_2
- LAVA4

Textures:
- GRAYVINE
- GSTFONT3
- GSTGARG
- GSTLION
- GSTVINE1
- LITEMET
- LITESTON
- MARBFAC3
- MIDGRATE
- ROCKRED3
- SKSPINE1
- SLADSKUL
- SP_FACE1
- STONGARG
- SW1BLUE
- SW1GRAY1
- SW1VINE
- SW2GARG

E2M5

Flats:
- CEIL1_3
- DEM1_6
- FLAT5_2
- FWATER4

Textures:
- BIGDOOR6
- GRAY1
- GSTVINE2
- ICKWALL1
- ICKWALL5
- ICKWALL6
- ICKWALL7
- MARBFAC2
- MARBFACE
- SKIN2
- SKINBORD
- SKINFACE
- SKINTEK1
- SW1HOT
- SW1LION
- SW1WOOD (Mostly as door textures)
- SW2SATYR
- WOOD5
- WOODGARG
- WOODSKUL
Also, here does GRAY4, GRAY5 (as a "full texture") and GRAY7 firstly physically appear.

E2M6

Flats:
- FLAT19

Textures:
- DOORRED2
- DOORYEL2
- FIREWALL
- GRAYDANG
- ICKDOOR1
- NUKESLAD
- SKINTEK2
- SKULWALL

E2M7

Flats: none

Textures:
- GRAYPOIS
- REDWALL
- ROCKRED3
- SHAWN1
- SHAWN3
- SP_ROCK2
- SW1GRAY
Also, here does GRAYTALL firstly physically appear.

E2M8

Flats: none

Textures:
- SP_DUDE6

E2M9:

Flats:
- GATE4

Textures:
- BIGDOOR7

E3M1:

Flats: none

Textures:
- SW1SKIN
- SW2HOT

E3M2:

Flats:
- FLAT1_3

Textures:
- MIDVINE1

E3M3:

Flats:
- FLAT5_6

Textures:
- BIGDOOR5
- CEMPOIS
- SKULWAL3
- SKSNAKE1
- SKSNAKE2

E3M4:

Flats: none

Textures:
- BLODRIP1*
- COMPWERD
- GSTFONT1*
- GSTSATYR
- LITERED
- SKINLOW
- SP_DUDE1
- SP_DUDE2
- SP_DUDE3
- SP_DUDE4
- SP_DUDE5
* In this level, by a minor editor fault, the first indexes of the animated walls were included instead of the last ones.

E3M5: NONE

E3M6

Flats: none

Textures:
- FIRELAVA
- MARBLOD1
- SKINCUT
- SKINMET1
- SKINMET2
- SKINSCAB
- SKSPINE2

E3M7-E3M9: NONE

E4: NONE

Old Post 11-09-11 19:44 #
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printz
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I hope you actually made a C program to generate those lists... Also it would be nice if those plain text listings were replaced by galleries.

Old Post 11-09-11 19:52 #
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Porsche Monty
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When I read revolution I immediately thought of E3M3. It's one of those levels that you either love or totally despise. Somewhat risque texture work but very playable and fun to explore.

Old Post 11-09-11 20:39 #
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Face23785
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Posts: 171
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Reminds me of when a commercial comes on with some faggoty sounding ad guy calling the newest toothbrush or razor "revolutionary". It's just new man.

Old Post 11-15-11 01:39 #
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esselfortium
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Porsche Monty said:
When I read revolution I immediately thought of E3M3. It's one of those levels that you either love or totally despise. Somewhat risque texture work but very playable and fun to explore.

Risque? Well, I guess it does show a lot of skin, but you already got to wade through tons of the stuff in e2m3 and e3m1 so the excitement might be slightly dulled by that point.

Old Post 11-15-11 02:51 #
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Snakes
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Not to mention there's the implications of the pink shade...

Old Post 11-15-11 03:37 #
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_bruce_
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Posts: 799
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KiiiYiiiKiiiA said:
I'm with Cell on this one.

'Coz I can remember playing heaps of the shareware back in the day, and finally getting the full version. I was playing it at a friends house, and sure, we thought E2M1 was good, but E2M2 just made our jaws drop in awe as we played our way through it.

Just as an aside, I remember also there was this 'dark' medikit just near the start of that level, and we stayed well away from it, on account of we had no idea what it did and had never seen one before...



Ha, ha - dark medi kit. These little misunderstandings make for fond memories.
Yes - E2M2 blew my mind too... the music, the niches, paths, secrets, design... just wow.

Old Post 11-15-11 10:34 #
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Pirx
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_bruce_ said:


Ha, ha - dark medi kit. These little misunderstandings make for fond memories.
Yes - E2M2 blew my mind too... the music, the niches, paths, secrets, design... just wow.




yeah, the music in e2m2 is one of the best in the whole game.

the map itself makes little sense, a containment area leading to that hellish world of green stone and lava, with strange machinery like the raising platforms and the damaging lights floor in between, a strange concept, but nevertheless cool, a map meant to be explored.

as for that "dark medikit", i thought it's a trap when i played it first, it blurs my vision and i switch to my fists for no reason. ok, it restores my full health, but other than that, i couldn't see much use for it. then i punched an imp (they were deadly enemies for my sluggishly keyboarding doomguy) and was impressed. but why didn't it last longer, i can punch only as long as the screen is red! ah, those misconceptions.

Old Post 11-19-11 03:13 #
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