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E1 MAP01

   (39 reviews)
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About This File

The short version:

E1M1 done MAP01 style.

The longer version:

I'm not sure where I got the idea from exactly, but I decided I'd have a go at recreating the original Doom E1M1 in the style of Doom 2 MAP01. In that I think I've succeeded, although there is a little bit more detail in this than the original levels of either Doom 1 or 2, and I couldn't resist using a couple of new flats in places.

After I'd finished the layout, I realise I might as well have ago at improving the gameplay a bit. After all, I know it's the easiest setting, but a grand total of FOUR enemies on I'm Too Young To Die? Now there's 19 on this setting, 32 on medium and 47 on hard.

DM has also been given a fair bit of consideration, and you should find it plays considerably differently than Doom E1M1. Perhaps the most important difference is that the central outdoor area now serves as a crossroads rather than a dead end.

BTW, listen closely and even the E1M1 music has been slightly changed to more closely match the music from MAP01. Ditto for the sky.


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trrobin

  
Quite a neat idea I liked it.

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NorkasAradel

  
A masterful merging of the two maps to be sure.

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cs99cjb

  
A good idea well-executed. Unfortunately, Doom 2's aesthetic sucks a bit in comparison to Doom and this map proves it.

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Guest

  
Liked it!

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Guest

Unknown date

  
Great level, only problem is it makes the original level look embarrassingly badly designed in comparison.

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Guest

Unknown date

  
Haha, awesome. I just wish it was harder. -Tango

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Guest

Unknown date

  
Perfect in just about every respect. To those complaining that it's too short and too easy: well, so are E1M1 and MAP01, so that's the whole point. --5/5

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Guest

Unknown date

  
I am impressed! This level somehow manages to remind of two starting maps of different games at the same time, which actually made it feel like something new and still nostalgic. I would be very pleased to see more maps with similar idea. ****

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Obsidian

Unknown date

  
It's a nice little blend - like coffee! It felt a bit open at times which kind of ruined the progression, but everything else is pulled off excellently. 4 stars. - Obsidian

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Guest

Unknown date

  
That was pretty damn cool. I'd love to see the rest of Episode 1 get the same treatment.

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Guest

Unknown date

  
A mapper's map,those aren't my favourites but found myself at home looking for secrets of map01 and in the next room for those of e1m1. It's so close too perfection.Another thing I like is the scale, here it's the one of e1m1 but in his other maps as well the scale is always right.If that's undefined it's about the ideal size of a toy car.Kesslers map have their own grand scale, Romero's map have it, Ritenours (vast) but most maps are wrong on this.A recreation of slayer by him would make my week

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Guest

Unknown date

  
One of the best levels I have played in a VERY long time. There are only two gripes: 1: Too damn short 2. Too damn easy!!!!!! (kinda caused by problem 1.)

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Guest

Unknown date

  
Haha, brilliant! :D

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Guest

Unknown date

  
A nice "fusion" of 2 maps - hawkwind,

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Guest

Unknown date

  
That was really cool. You should do the rest of E1 in Doom 2 style! 5/5

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Guest

Unknown date

  
Doesn't offer anything new. 2/5. printz

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Guest

Unknown date

  
Very nice. I loved to read "entryway" at mini map and "Hangar" at intermission screen.

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Guest

Unknown date

  
Cool concept, well-executed. 5/5 -Esselfortium

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Guest

Unknown date

  
this is a great idea. and with the high res texture pack this looks good! 5/5

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Guest

Unknown date

  
I wish there would have been more interest in this, because it is an awesome idea of the author that constantly invokes the feeling you are playing Map01 just with the E1M1 layout. This is a 5 star idea (and thus wad), but even counting only Doom I and II, and not secret levels, there are 960 different ways this can be done, yet this is the only way it actually ever HAS been done, even 9 years later. How about the other 959? Maybe this should be an idea for a community project!

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Guest

Unknown date

  
cool! its like map won of doom1 mixed with map won of doom2 4/5

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Guest

Unknown date

  
Clever concept, familiar areas from E1M1 and MAP01 seamlessly integrated together, textured in Doom 2's brown/green/water style. Some secrets have changed from walk-triggers to switches, so keep your eyes open. Sadly, there's no barrels in the finish room, that was the best part of E1M1! 4/5

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Guest

Unknown date

  
I love it. ~That guy over there

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Guest

Unknown date

  
Wow, what a genius wad. The two levels are melded perfectly. I wish the author would make more of these.

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Guest

Unknown date

  
haha, very cool idea, and it turned out rather well. although i somehow doubt e1m1 wasn't used as the base =P **** -sargebaldy

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  • File Reviews

    • By Memfis · Posted
      Way too many demons, cacodemons, and barons to kill, I got bored quickly. The design is clean and pleasant though, a little unusual even.
    • By Gaia74 · Posted
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    • By Paul977 · Posted
      Very good tech-base and, later on, cave/temple and again tech visuals, made in a classic polished style. Tough level on UV, particularly the initial stage until you reach the big room holding the rocket launcher. From there health and ammo are more abundant, so the difficulty decrease, but later on there are surprises encounters that can catch you out of guard very easly, including the really interesting ending area.
    • By galileo31dos01 · Posted
      Done with these settings: - GLBoom+ 2.5.1.4. complevel 9.
      - Ultra-Violence.
      - Continuous combined with pistol start mindset. Pistol starts in maps 05, 10, 11.
      - Saves every 5-10 minutes or so.   A partially cool map collection from various people. It revolves around the same old story about a newer demon invasion, in this case they corrupted an underground base and spread all around the territory, turning every nook into hell. The maps sort of follow that narrative through the visual design, that at least from the second map and beyond, since the first level is simply an introduction. There are plenty of hellish neat-looking techbases to explore either on surface or underground, including one level in a Quake style with dark rusted metal textures. In combination, some maps present an Inferno-ish look with marble/red/rocky structures and lots of flesh to step on. I dig the latest two in particular, with exclusively clean visuals and great usage of fireblu for portals. The deep blue sky fits in about every single map, giving each an extra touch of spookiness. Well, and a subtle TNT vibe, or maybe that was because of some of the music selections. I really liked the midis in map 10 and 11, too bad there is no information in the text file about them.    As far as authors styles, it's a varied compilation ranging from traditional easygoing combat to series of lethal encounters, and some peculiar setups involving environmental hazards. I would say, gameplay-wise, the further I got into, the better it turned, mainly because the first half seemed to show the more experimental side of the wad, where the pace is kind of a rollercoaster, and some choices felt tacked on. I mean, the opening map is already questionable, just a dull switch hunt on a quasi-deserted island, not to mention the copious invisible barriers. Printz's map 04 is perhaps the largest and weirdest one. It has a lot of gimmicky ideas, including an outdoors fight where the player's affected by wind, which I wasn't very sold on, aside from slow and unclear progression. On the other side, Craigs' and Stewboy's are peacefully linear and simple to comprehend, and the two by Death Destiny and Butts are as wild and engaging as hitscan-centric maps go, without ever turning into annoyance, unless that's not your thing. The second half of the wad is the section I found more of my taste, aside from having mixed emotions about the last level. The seventh map was a nice short appetizer, and I enjoyed a lot the entries by Icecreamsoldier and Dutch Devil, with an ultimate hitscan hell touch and secrets research. While the increase in difficulty is gradual throughout the wad, the pinnacle might come as a slap in the face to people not used to that particular style in the last two D-D maps, like myself for example. The final map is about tight setpieces involving at least one archvile after the other, while you run around naked (no armor) carrying your SSG. Sometimes there was an escape, and other times things easily went real bad in less than a second. I would suggest to take it on a lower skill assuming you urge a security pickup. His second to last map was actually more cramped, close to unforgiving with the bumpy architecture, but somehow I sorted it out with calm and joy. Guess that makes me a "Doom god"?. I'll pass.    Secret-wise, I had issues to find any in map 04, one of them wasn't even hinted at all. In map 10 I wasn't able to trigger one of them, probably due to the sector being too small. Other than those, well, depending on your gameplay styles, you might be able to ease up the majority of the mapset if you commit yourself to explore every nook, not that I'm really in favor of the whole idea to be fairly honest, but the design of the status bar misled me. I would suggest to take a good look to map 05 via iddt, just to check some hidden stuff that are out of reach for reasons unknown... Anyway, favourite maps are 06, 08, 09 and 10. The others varied from fun to dull and everything in between.   Overall, Dark Resolution 2008 was, weird, but nonetheless very interesting, save for a few cases. If you're looking for mapsets with varied content, or a die-hard fan of the double barreled, this could be a good place to stop by. My rate is 6/10.
    • By Gaia74 · Posted
      i played this in tardgold, beatiful wad
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