Do0minat0r
Loser

Posts: 161
Registered: 06-09 |
Hellbent said:
my uacexp.wad level has elements from each e1 level together in an original map. It was featured on the last /newstuff as well as one from many many years ago.
Reviews of it:
"You're going to love this. A single map for DOOM, E1M4, in Episode 1 style! I would agree that this level does capture some of the many intangibles of E1M3, M4, and M6. And the level is very, very long. Some of you will just eat this one up! The pulsating lights, space base walls, it imitates Episode 1 rather well, in my opinion. ZDoom recommended."
"Absolutely epic. This level seems to have lots of architecture from episode 1, but tons of original new stuff too. The theme was consistent throughout, and you kept true to the original theme of episode 1 by not using any registered content. It was quite confusing to navigate however, but the gameplay was superb. Hats off to you sir! 5/5! From Nixot."
"A map for Doom, on E1M4. It's a classic Doom style map. It pulls this off pretty well, feeling like an expanded classic map, with a lot of monsters. The layout is large and non-linear. Ammo is pretty tight at first; you can end up running out if you take the wrong path. The map has 25 secrets in total, so you might want to get to hunting down those secrets. Fans of classic Doom will definitely want to check this one out. Recommended."
The map has many areas that are very similar to areas from various E1 maps, but it also has areas that feel new but not out of place for an e1 map. Perhaps instead of DoOminator's idea of combining existing maps into one map (I've actually done this many years ago with a couple e2 levels) one can go through all the e1 maps and get inspiration to recreate similar areas and connect them together in an original map so that it is distinctly E1. For me my uacexp map has elements from all of the e1 maps 1thru7. I'm actually tweaking the map a little to make some of the secrets not so challenging. If anyone is interested in playtesting the updated version let me know.
I played idbest just now. Many of the sutures seemed hackneyed by today's standards but otherwise it was pretty neat. what was with the exit tho.... The m1 outdoor secret connected to m2 was the best connection in the map. Since there seems to be some legality issues, why not 'copy' from scratch all the areas that you like best from Doom into original maps with original areas as well as 'copied' areas... though if the legality stuff can be worked out, I'm all for DoOminator's idea, although it will be pretty hard to merge the 3 (or 4) M9s into a cohesive whole and none of those maps are particularly interesting anyhow.
I finally played uacexp about a week ago and I liked it too. In particular, it has more unnecessary to visit areas than most modern maps (or even most from 2000), which really gave a classic, old feel to it; I felt just like I was playing something ID made. In fact, it felt even more classic than some other classic wads or even megawads, including the recent Ultimate NMD by Fiend (that has slightly less simplistic architecture and mostly does away with unnecessary to visit areas).
However, I have two suggestions for improvement that you didn't explicitly mention working on. Firstly, while I don't mind the very simple architecture/very low detail level (and it likely was the intent of the map to be like that anyway), the texture alignment could use some improvement. Secondly, I was a bit dissapointed when I found just one key and then after opening the door that needed it, I went through a few rooms and found the exit. It is a great level, but despite its size, it just seemed to end too soon. But some of the original maps did that too, so that may be intentional. However, I just wanted to point that out anyway.
On a side note, I plan on playing Lost Refinery sometime soon.
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