Mogul Posted April 26, 2016 https://www.dropbox.com/s/0kw4fqg1tuxpnxx/e1m4b.zip Just posted on Twitter. 1 Share this post Link to post
Yugiboy85 Posted April 26, 2016 Oh well, guess you were faster than me xD Noice. 0 Share this post Link to post
baja blast rd. Posted April 26, 2016 -cl 3 FDA: http://www.mediafire.com/download/iykegab4idpye4d/e1m4b_rdwpa_fda.lmp Enjoyed it. This new iteration of Romero is decidedly more bloodsheddy and floor-cracky. 0 Share this post Link to post
Jaxxoon R Posted April 26, 2016 From looking at his map screenshot... Still using sound tubes are we, Romero? Tsk tsk, silly silly fool. 0 Share this post Link to post
iori Posted April 26, 2016 Rushed home from work on my lunch break to play... great level. 0 Share this post Link to post
Touchdown Posted April 26, 2016 Cool level but man, what is with the freaking cracks? They look so stupid. 0 Share this post Link to post
Danfun64 Posted April 26, 2016 I thought they looked pretty cool actually. Fun level. 0 Share this post Link to post
Acid Posted April 26, 2016 A lot easier than the first map he posted. Got lost in the dark computer room (labeled 3 I think it was) for a good few minutes. 0 Share this post Link to post
Stealth Frag Posted April 26, 2016 Bit it in 15 minutes. Nice fun. I like the "story" included with the text file a lot. Reminds me old good Doom. 0 Share this post Link to post
yakfak Posted April 26, 2016 took ten minutes to find all teh secrets on ITYTD lol i like it, the gaps in the nukage are brave because there's no good way of expressing it in Doom 1 textures apart from just doing it and expecting everyone who sees it to indulge the decision and I like that sort of decision 0 Share this post Link to post
dobu gabu maru Posted April 26, 2016 Fun stuff John (since I figure you're probably peeking at this thread)—always nice to see what sordid Doom designs you have kickin' around inside your head. The numbered floor thing was an interesting way to bypass the age-old problem of "what does this switch do?", though since they're not identified on the map itself it still doesn't help too much (couldn't find door #3—isn't this what you guys made keycards for?). Favorite part about the map is how you continued to unfold it as the player progressed, constantly revealing enemies to assault them from rooms they once cleared. It can get real nasty at times with the shotgun zombies littered everywhere, but the map mellows out towards the end. Still love the little attempts at crafting your own SFALL and how the exit switch resides in recessed starting door—clever stuff. You still got it. So, when should we expect the unofficial E5? ;) 0 Share this post Link to post
Patrol1985 Posted April 26, 2016 It's a very good level. It keeps you on your toes all the time - once the fight starts it basically never stops till the end. Fun stuff from John! 0 Share this post Link to post
Breezeep Posted April 26, 2016 Just going to leave a few screenshots so that people won't be curious about what it looks like: About the map: It's pretty damn good. Wondering what Romero would do when he revisits Doom 2. 0 Share this post Link to post
Ironhound Posted April 26, 2016 FFS Romero stop it. I have shit to do today. At least put your maps up on the weekend or something. 0 Share this post Link to post
Beed28 Posted April 26, 2016 Just played through it. The number markers were a neat touch. 0 Share this post Link to post
kuchitsu Posted April 26, 2016 Is John the first person to come up with these numbers on the floor written using a different brightness level? It's such a neat idea. The map was a bit too linear and overcrowded for my taste though. The original was like an adventure, while this is closer to a crawl. Or maybe you're not supposed to compare them like this... Good work anyway. 0 Share this post Link to post
Ossi Posted April 26, 2016 Such a great level, really enjoyed this. Altohugh I doubt it, it would be great if he finished the rest of the episode, it could even be an old shareware release. Also, can't think of a better way to promote anything really than releasing an old school Doom map. 0 Share this post Link to post
wheresthebeef Posted April 26, 2016 I strongly prefer the new E1M8 he did over this one, however I dislike E1M4 to begin with, so I will definitely replace it with this new version whenever I do Episode 1 playthroughs (re: about every 6 months). Some cool parts to it, didn't find a single secret, the level opening up is again a great feature, there didn't seem to be a Swastika or Swastika-like sculpture which is a negative ;) I hope he does a Doom 2 level next; these are great, but the limited monster and weapon set will grow slightly tiring. 0 Share this post Link to post
ChickenOrBeef Posted April 26, 2016 I thought it was great. It was on the linear side, but it was just a lot of fun to navigate. The level kept changing in unpredictable ways. 0 Share this post Link to post
Suitepee Posted April 26, 2016 Another John Romero map eh? I look forward to playing it soon! 0 Share this post Link to post
Ossi Posted April 26, 2016 kuchitsu said:Is John the first person to come up with these numbers on the floor written using a different brightness level? It's such a neat idea. Can't remember seeing it elsewhere, at least not in the same style. 0 Share this post Link to post
nxGangrel Posted April 26, 2016 I wonder how many more Romero maps there will be in the future. It would be awesome if he completely re-did episode 1. 0 Share this post Link to post
MrGlide Posted April 26, 2016 Hell ya, Great work John! Your clearly are still a talented game designer, fuck all the naysayers and congrats on getting more then 1/7th of your goal (edit)in under 48 hours. Can't wait to see what'll happen next. 0 Share this post Link to post
DoomzRules Posted April 26, 2016 wheresthebeef said:I strongly prefer the new E1M8 he did over this one, however I dislike E1M4 to begin with, so I will definitely replace it with this new version whenever I do Episode 1 playthroughs (re: about every 6 months). Some cool parts to it, didn't find a single secret, the level opening up is again a great feature, there didn't seem to be a Swastika or Swastika-like sculpture which is a negative ;) I hope he does a Doom 2 level next; these are great, but the limited monster and weapon set will grow slightly tiring. I suppose one of us could add a swastika in via the Doom Builder map editor and upload it here and then say that it's a slightly modified version of his map.... original original style. ;) 0 Share this post Link to post
MrGlide Posted April 26, 2016 DoomzRules said:I suppose one of us could add a swastika in via the Doom Builder map editor and upload it here and then say that it's a slightly modified version of his map.... original original style. ;) in text: No * Copyright / Permissions * Authors may NOT use the contents of this file as a base for modification or reuse. Permissions have been obtained from original authors for any of their resources modified or included in this file. You MAY distribute this file, provided you include this text file, with no modifications. You may distribute this file in any electronic format (BBS, Diskette, CD, etc) as long as you include this file intact. 0 Share this post Link to post
kmxexii Posted April 26, 2016 a very fun level, a blast to play. all the sector machinery (referring to just moving sectors and stuff) is cute, especially the southwest computer maze. the nukage fissures are a nice turn from what i would normally see there, that being a flat plain of nukage. 0 Share this post Link to post
T-Rex Posted April 27, 2016 Another Romero map? This I gotta try! Once it gets uploaded in the idgames archive, of course. Would like to see Tom Hall making some Doom maps as well. 0 Share this post Link to post
Deleted_Account Posted April 27, 2016 This map was a real blast! It took me back to 1993 when I first played Doom. Thank you John Romero. :) 0 Share this post Link to post
40oz Posted April 27, 2016 kuchitsu said:Is John the first person to come up with these numbers on the floor written using a different brightness level? It's such a neat idea. There are light arrows in MAP05: Waste Tunnels if that counts. 0 Share this post Link to post