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Death Egg

Switcheroom! Or, what if E1M1 was E3M1? (Release Candidate 3, aiming for whenever)

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Death Egg said:

@Memfis: Man, that was one hell of a hard map. Don't get me wrong though, it makes a perfect finale.

Thanks, I wanted to create a short and brutal boss map that would make the player at least a little bit proud of winning. :)

btw just now I found one critical bug so I fixed it and updated the link.

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@Flamen0d: I was talking primarily about the difficult start. If one absolves it for the first time and doesn't know about the secret supply room (to be honest: I totally forgot about it when I played), he has no chance to survive. Also when talking about the monsters:

Death Egg said:

* It's also recommended to redo monster placement completely so that it also fits the Episode that it'll be emulating. For example, an Episode 4 map would have to be made much easier for it to appear on any other Episode, and Cacodemons and Lost Souls would not appear in Episode 1.

I think this means the thing placement and difficulty should correspond to the emulated episode (E3 in your case), and not the original (E1). Thus not just the type of enemies, but also their count. But - as I've said previously - this is discutable and it's all good when we have variety in our maps, and your lots of monsters are nothing unbearable, so it's fine.

@Memfis: Tested in Chocorenderlimits and got 128 visplanes exactly :). I think your map is vanilla-friendly, more or less. But man, the difficulty is so insane that, that... That this is a brilliant ultimate map for Thy Flesh Consumed :D Despite what I wrote earlier, I hope you didn't take it wrong, I really like what you did. The whole map, and particularly the final battle, really examines your skills. Yes - I had to cheat ;). Design is superb and I think it surpasses design of your other maps. You came with something original and I like original things, and though it's very hard, I'm definitely against any lowering of difficulty. Because this is E4, and in my opinion, you emulated it just right.

@Icytux: (-Toxic)Refinery. Your interpretation is interesting and as I can see, you focused on the distinctive areas of E1M3 and remaking them to the (-Toxic)Refinery style. And you absolutely succeeded. They look there pretty naturally among those E2 stuff and homages (though IMO, I think those E2M3 homages has nothing to do there, since the map should be based on E1M3). But as I've already written several times - variety in solutions is only a good thing. Yes, I run out of ammo once, after killing the Baron before the blue key room. But then I found all secrets and encountered no more problems. Your map definitely feels E2, and that's the only criterion of success here. Like it a lot :)

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@walter confalonieri

scifista42 said:

I have just one thing to complain and then one nitpick. First, the pushable wall shouldn't be obligatory.

I deeply agree with this, it's basically a secret and without IDDT or knowledge of the E1M2 secret, you'd never think to look there. Id also put a chaingun up there.

walter confalonieri said:

mmm... just trying to emulate the monster usage of original map with the e1 monster usage, but yep i think to get rid of lots of them, and even fixing some other stuff you and death egg noticed here....

I'd keep them, easy WADs aren't fun.

@Memfis
Holy nipple Bologna! That's a good map!

Memfis said:

I haven't tested it in vanilla yet, maybe it's too detailed or something.

I played your LMP in vanilla and everything looked fine.

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(@ Death Egg)

So, from where my existing map is, it should branch off in 2 ways - 1 take, is that it becomes more E2 like. Another take, is that it becomes Warrens?

I hope I'm not misunderstanding :P I'd be happy to let someone do whatever they please to my map to make it fit in as Warrens, but it's really E1 as it stands, what with the nukage and BRNGRN type crap and all the hangar-y bits. But I'm open to whatever!

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EDIT: Oops.. I meant to edit my last post, not post it again..

@gothic: Those screens seem to capture the atmosphere perfectly, looking forward to playing it.

@Memfis: Man, your map is a total blast to play through, and the new music is awesome. The only thing about this is, it seems to be about 1% e1m8, and then it's a really nice e4m8 styled map. I'd say the new music would probably have to go, because if we're going for an oldschool Doom feel, it's quite out of place. If there was a little more obvious e1m8ishness, I'd say this was just right.

I'll get around to playing more of these, but everything seems to be looking sweet! I'm happy it's all coming together well.

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Doomkid92 said:

So, from where my existing map is, it should branch off in 2 ways - 1 take, is that it becomes more E2 like. Another take, is that it becomes Warrens?

I hope I'm not misunderstanding :P I'd be happy to let someone do whatever they please to my map to make it fit in as Warrens, but it's really E1 as it stands, what with the nukage and BRNGRN type crap and all the hangar-y bits. But I'm open to whatever!

Yes, that's pretty much what I meant.

Well I don't think it would take too much to make an E2-ified version of the map. Really would just take changing a few parts of the map to have more of the grey brick textures instead of STARTAN, or maybe an upside down crucifix. Just sort of slightly hellify it, really.

EDIT: I'm gonna take E4-1M6, filling out all the slots for Episode 1.

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Death Egg said:

Really would just take changing a few parts of the map to have more of the grey brick textures instead of STARTAN, or maybe an upside down crucifix. Just sort of slightly hellify it, really.

That doesn't sound too tough! What this is going to end up like, is a strange breed of e1m1, e2m1, and e3m1, which is.. fucking awesome!

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E2M7 done, but don't expect anything extra.

My work - LEFT, original E4M7 - RIGHT:



Well, I must admit, my map is weaker. (don't judge it from the screenshots) I couldn't think off any other way of emulating E2 than grey bricks, lack of height variation and strange design choices a la Sandy-style. Therefore I'm glad this project is set as it is. If I've submitted this map anywhere else, people would scream at me: "1994, crappy!", but here we think another way :) I believe the map can pass as an E2 map.

The map is something like a downgraded version of E4M7 layout and gameplay is different. I soon realised that the map will be too short for a penultimate map of an episode and I couldn't resist and put there one gimmick that shouldn't be there, but I don't think it breaks the E2 feel, maybe even vice versa.

Download here: http://speedy.sh/jEMQE/e4-2m7.zip
WARNING FOR EPILEPTICS: many blinking lights, so E2-characteristic effects.

And also just to let you know (Death Egg): This map, as well as my previous map, contains coop and deathmatch starts.

If I can take care about a third map, I would like to ask for E4M3 slot and I hope I'll be able to do something better with that, than what I did now. Thanks :)


EDIT-EDIT: Sorry for the misunderstanding, now it's OK. Thank you.

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Death Egg said:
Also, I'm kinda torn on which of the two E1M1 replacements[/B]


I'm not fussed where my map is included (or if it is at all). I'm about half-way through making E2-4M1 so you are welcome to decide then, and if it makes things easier, use the E2 version.

EDIT: although it looks like DoomKid92 is onboard with your suggestion :o) ah well, happy for whatever to occur.

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OK, sure, I'll take E2M9 in the style of E3M9, since (a) it seems like it is still available and (b) it's short, so I can do it in an evening or two :)

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Oh shoot, my mistake scifista42. And I'd forgotten about putting levir down, also my mistake. So that, uh, would actually take up both slots involving E4M3... :/ Maybe choose another slot, EvilNed01? Sorry about that.

@Capellan: Actually, that slot is E3M9 in the style of E2M9, rather than the opposite. I should really make it more clear on the OP which map numbers mean what... Do you still want the slot? It'll likely be an edit of Doomkid82's map into Warrens if it ends up on the Episode 2 slot.

On a separate note, that was a great reinterpretation of E4M7, scifista42. The part you mentioned towards the end completely surprised me!

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oh shit! haha

someone said e3m3 was taken. I guess its taken by ME! I better get my happy ass to work then...

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Alright, though, just to be clear (since there's already been quite a bit of confusion suddenly involving map numbers) the map you're working on is E4M3 remade in Episode 3's style, not E3M3 remade in Episode 4's style.

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yikes. not too familiar with E4 though I've beat it but that's it. this should be a challenge :)

what map slot placement does it take up?

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Death Egg said:

@Capellan:[/b] Actually, that slot is E3M9 in the style of E2M9, rather than the opposite. I should really make it more clear on the OP which map numbers mean what... Do you still want the slot?


Yeah, it still looks like a smallish map and I can just throw vines and crates everywhere to E2-iffy it ;)

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I loved the pandemonium level e3m3 and would do it for any episode, though whats cool about this new situation is I can make a hell level after all :D it's on!

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@scifista42

Wow! This is a good map. I love the military base look here:


And the trap here:

Been years since Doom has made me jump! That was a great trap.

Anyways, I do have some criticism. Seeing the sky here just doesn't look right to me. It feels like we're in a spacecraft but a big hole in the ceiling is causing the vacuum of space to...

That's my only complaint, but I think it looks really ugly so I wanted to mention it.

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http://i.imgur.com/NaHLzgt.png
http://i.imgur.com/FqTTAe0.png
http://i.imgur.com/uzgi85M.png
http://i.imgur.com/5WPSZbC.png

download here
http://www.mediafire.com/?1omy3v43oe491br

I didn't noticed before, but E4 maps are so much detailed than the other episodes

also, a little issue from my other map was fixed, damage from poison was reduced to be consistent with the original E1M7
http://www.mediafire.com/?au0eixf247wc495

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Hmm, while playing your map in Chocolate Doom, I tried lowering the lift in this room and got the error "P_AddActivePlat: no more plats!" I'll admit, I'm not familiar with every vanilla Doom glitch, so does someone know exactly what this means?

EDIT: I also got this graphical error. EDIT2: I take it back, it's more than just a graphical error, I fell in the pit and couldn't get out without noclipping.

EDIT3: And some more. Can't even enter this door, breaking the map. I think I'll trying playing this on anotehr soure port and see if it works better.

The map looks good though, you got the Episode 4 feel down.

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I hope vanilla doom doesn't have a limit number for plattforms in a map, otherwise, I don't know
Also I don't know what makes those graphical glitches, but to make sure I just removed the stairs from the yellow skull area, and replaced by another plat, I didn't worked with stair builders before, so I don't know if I did something wrong

what about now? http://www.mediafire.com/?1omy3v43oe491br

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I think I got the problem: EVERYTHING need tags on chocolate doom, I'll upload both maps with every plattform and moving floors tagged later

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Wow I don't think I've seen a project move along this fast before. Here is a beta of my Episode 1 replacement of E3M3 http://www.solidfiles.com/d/9588791f10/ The overall layout is complete, I may make very minor changes here or there. Texturing is mostly done, but there are some areas that still need improvement. There are almost no things yet, just some imps and heath lying around. I haven't tested it in vanilla yet so if you see some problems I will get to them eventually. I hope to have it finished by next weekend, so tell me what you think of it so far.

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Played through it, really like how you've modified the layout but still kept it close enough to be recognizable (especially with how everything's mirrored) One little thing that I'd like to mention is that there were two green armors that happened to be really close to each other. I'm not sure if it was like that on the original E3M3 too but I feel like they couldbe a bit farther away.

Also, some instances of tutti-frutti:

http://i.imgur.com/WbxMQDN.png
http://i.imgur.com/spU9Hxx.png
http://i.imgur.com/iqqVRZy.png
http://i.imgur.com/7vSwz6N.png
http://i.imgur.com/rTgUw43.png
http://i.imgur.com/AZCWjk0.png

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gothic said:
I think I got the problem: EVERYTHING need tags on chocolate doom,


More specifically, it's that vanilla Doom (and thus choc doom too) treats 0 as a tag.

So if you activate a line with a 0 tag (other than a D-type action), it attempts to execute the action on every sector with a 0 tag.

If this is more than a certain number of sectors (64 IIRC), the game crashes with the 'no more plats' error message. If the level has fewer 0-tagged sectors than the limit, then every 0-tagged sector will do the action. It leads to some funny outcomes.

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