noisebloom Posted June 15, 2020 (edited) Background: E1M1 is perhaps the most memorable and iconic level of Doom of all time. This community project pays tribute to the map with a collection of GZDoom-compatible maps that spin off the original concept in fun, creative ways like a Minecraft-themed rendition, a miniature version of the map, and Hangar reimagined as a Doom 2 or Plutonia map. Credit goes to @Theshyguy489 for the excellent idea and initially leading the project. Let us know what you think! This single-player 12-map WAD has been tested in GZDoom and enforces pistol-start. IWAD: DOOM2.WAD Map list: MAP01: "Hangar Alpha" @ShadesMaster MAP02: "Hangarway" @sanicstudios MAP03: "Hangar JR." @noisebloom MAP04: "Docking Hangar" @ShadesMaster MAP05: "Hell's Hangar" @Theshyguy489 MAP06: "Hangarstein 3D" @Sir Hattington MAP07: "Resident Evil" @Solmyr MAP08: "Minecraft" @Bushpig2dope MAP09: "Dark Sigil" @ShadesMaster MAP10: "Plutonia" @DJVCardMaster MAP11: "HangarCity" @Crunchynut44 MAP12: "Thy Noob's Wrath" @YeOldeFellerNoob Credits: Spoiler id Software (Doom 2, Final Doom) CodeImp, MaxEd, anotak and other contributors (Doom Builder 2, GZDB) sirjuddington and other contributors (SLADE3) Theshyguy489 - Came up with the project idea and originally led the project Mappers: ShadesMaster sanicstudios noisebloom (project lead) ShadesMaster Theshyguy489 (original project lead) Sir Hattington Solmyr Bushpig2Dope ShadesMaster DJVCardMaster CrunchyNut YeOldeFellerNoob Special Thanks: Solymr - fixing bugs in the project WAD Misc Playtesters: Lokatzis 007 CJ, Magicana, Bass Slapper '89 MIDI: id Software (Doom, Doom2, Sigil, Final Doom) James Paddock (MAP05 - Rotted Roots) noisebloom (MAP03) sanicstudios (MAP02 and MAP08) MAP07 Textures: Capcom. id Software. Raven Software. 3D Realms. Not Jabba. Taw Tu'lki. Scaliano. Shams Young. SgtMarkIV. Impie. pc234. Teder. Josuke. NiGHTMARE. osjclatchford. raymoohawk. Cage. Fox666. DrDoctor. IDText.wad. LoneAlpha2401. Chainie. XLightningStormL. Cacodemon187. Rembrandt. Cesare Mussini. Horrorsoft. MAP07 Music, Monsters, Pickups: Capcom. (Queer Structure, Mansion 1st floor revisited) id Software. Doomkid (inspiration) Solmyr: Zombieman and Shotgunner replacements. Captain Toenail: Doberman/MA1 Cerberus. This is an initial release which certainly has bugs. Please let us know what issues you find, and we'll attempt to address them and release a revision with a fix. Once all major issues are ironed out, this WAD will be submitted to the idgames archive. Disclaimer: Plagiarism is a very unfortunate and awful occurrence that occasionally occurs in the Doom community. We have reviewed our maps for copied sectors and have not found any, but please call to attention any plagiarism that may exist. This is especially important as this WAD is an homage of an existing released Doom map. Additionally, please let us know if we have missing credits to add to the README file. I've done my best to include credit accordingly. v2.4: https://www.doomworld.com/idgames/levels/doom2/Ports/m-o/multiverse Edited July 31, 2020 by noisebloom 21 Share this post Link to post
Theshyguy489 Posted June 15, 2020 Very Cool. I like what I see. Thanks for changing the music in my map, It fits better than the KF2 music I originally used. 1 Share this post Link to post
noisebloom Posted June 15, 2020 14 minutes ago, Theshyguy489 said: Very Cool. I like what I see. Thanks for changing the music in my map, It fits better than the KF2 music I originally used. Yup, only did it because of copyright concerns. Glad you like it man, thanks for leading the way! 0 Share this post Link to post
Bushpig2dope Posted June 16, 2020 Had a great time mapping for this project! 2 Share this post Link to post
noisebloom Posted June 16, 2020 13 hours ago, Bushpig2dope said: Had a great time mapping for this project! Yeah - it was a fun time. Thanks for the sick MC map! 1 Share this post Link to post
Solmyr Posted June 18, 2020 Kudos for the RC1 release, its a fun mapset, and glad you took over as the lead, it would've been a pity to leave this project to die out before a proper release candidate. 3 Share this post Link to post
cu2 Posted June 19, 2020 Agreed with the above. It's a short and sweet wad. The first half of maps of the maps are my favorite. There are just some hanging decorations that block your movement in some wide open maps and they are out of your vision, so this can become annoying if you have infinite height on. Oh, and the wolfenstein map could probably use the sprite fix mod that gives the ss their full rotational sprites, so that you know whether they are infighting or shooting at you. Don't really have to say something more for now, good wad. Great improvement from the beta 2 Share this post Link to post
noisebloom Posted June 20, 2020 On 6/18/2020 at 9:13 PM, Lokatzis 007 CJ said: Agreed with the above. It's a short and sweet wad. The first half of maps of the maps are my favorite. There are just some hanging decorations that block your movement in some wide open maps and they are out of your vision, so this can become annoying if you have infinite height on. Oh, and the wolfenstein map could probably use the sprite fix mod that gives the ss their full rotational sprites, so that you know whether they are infighting or shooting at you. Don't really have to say something more for now, good wad. Great improvement from the beta Thanks for the feedback, and I'm glad you enjoyed it! We'll definitely keep in mind for the next rev, as we have some bugs to fix. 1 Share this post Link to post
taufan99 Posted June 20, 2020 Love this, with the concept and crossover with other games. Can't get enough of E1M1 multiverse maps! 4 Share this post Link to post
Mr Masker Posted July 25, 2020 fun wad so far but i may ask: whats docking hangar supposed to be? 1 Share this post Link to post
noisebloom Posted July 25, 2020 (edited) v2.4 has been uploaded to idgames: https://www.doomworld.com/idgames/levels/doom2/Ports/m-o/multiverse Tagging all map devs: @ShadesMaster @sanicstudios @Theshyguy489 @Sir Hattington @Solmyr @Bushpig2dope @DJVCardMaster @Crunchynut44 @YeOldeFellerNoob Thanks again to everyone who worked on this WAD, beta-tested it, gave advice, etc. Super happy that we saw this through to completion! 9 Share this post Link to post
GoosebumpsFan Posted July 26, 2020 It would be kind of fun to build the minecraft one in actual minecraft. Nice job! 2 Share this post Link to post
Bushpig2dope Posted July 28, 2020 On 7/26/2020 at 3:45 PM, GoosebumpsFan said: It would be kind of fun to build the minecraft one in actual minecraft. Nice job! Should be able to do it 1:1 if I didnt confuse any of my stair / slab placements! 1 Share this post Link to post
sanicstudios Posted July 29, 2020 This project was a blast to map for and can't wait to colaberate with some of you again! 1 Share this post Link to post
Peadar2211 Posted July 30, 2020 This was the first WAD I've ever played and I'd like to say well done to all involved. I had a lot of fun with it and I can't wait to see what else people here have made. There are some very creative people here. 4 Share this post Link to post
noisebloom Posted July 30, 2020 16 hours ago, Peadar2211 said: This was the first WAD I've ever played Whoa! You you need to check some more WADs out, friend! 0 Share this post Link to post
Peadar2211 Posted July 30, 2020 (edited) 44 minutes ago, noisebloom said: Whoa! You you need to check some more WADs out, friend! I definitely will. I've downloaded loads of them and thought this one would be a fun one to start with. One comment is that I softlocked myself in the Hangar City map by jumping into the cyberdemon room before getting the blue key from the platform with the revenants (because I thought the door leading to the blue key was the blue key door). I had no alternative but to no clip my way out. I don't know if these are the kinds of things that you want to iron out or if I'm just an idiot. Edited July 30, 2020 by Peadar2211 1 Share this post Link to post
Bushpig2dope Posted July 30, 2020 1 hour ago, Peadar2211 said: I definitely will. I've downloaded loads of them and thought this one would be a fun one to start with. One comment is that I softlocked myself in the Hangar City map by jumping into the cyberdemon room before getting the blue key from the platform with the revenants (because I thought the door leading to the blue key was the blue key door). I had no alternative but to no clip my way out. I don't know if these are the kinds of things that you want to iron out or if I'm just an idiot. generally jumping isn't allowed in WADS. Maps that arent designed to have it can be broken like this :) 3 Share this post Link to post
Cheshire Sphinx Posted July 31, 2020 Hey there! I just played the map pack and I had a lot of fun with it, thank you for posting this and for the work of everyone involved. Some really creative, some really beautiful, and really unorthodox takes on the concept. :) I did find one bug in one of the maps, pictured below. I'm not sure what happened there, but I thought I'd mention it. Again thank you all for your hard work! 1 Share this post Link to post
noisebloom Posted July 31, 2020 14 hours ago, Cheshire Sphinx said: Hey there! I just played the map pack and I had a lot of fun with it, thank you for posting this and for the work of everyone involved. Some really creative, some really beautiful, and really unorthodox takes on the concept. :) I did find one bug in one of the maps, pictured below. I'm not sure what happened there, but I thought I'd mention it. Again thank you all for your hard work! Yep, I mentioned this one to @ShadesMaster, but not sure if we ever figured out what was missing here... 0 Share this post Link to post
Mitchfork Posted July 31, 2020 20 hours ago, Bushpig2dope said: generally jumping isn't allowed in WADS. Maps that arent designed to have it can be broken like this :) Since this is a GZDoom project, you can force disable jump in a MAPINFO map definition with "NoJump". You could add this to all of the maps that have known issues with jumping, or just apply it to the entire project for a final release. "NoCrouch" and "NoFreelook" are similar options for other potentially problematic elements. 1 Share this post Link to post
Peadar2211 Posted August 1, 2020 I didn't want to comment on this as I wasn't sure if it was going off topic but maybe I used the word "jump" incorrectly. I didn't get airborne. I just strafe ran from the revenant platform over the gap into the cyberdemon room and became stuck. Not even SR50. So that's not what you would call a jump then? 0 Share this post Link to post
Spawn Posted August 28, 2020 (edited) Just as with any and every community project, it's a very mixed bag. First of all: if you're remaking Doom[ 1]'s map - why using Doom II format and monsters? Doesn't feel like Doom [1] anymore. And then there are custom monsters and even weapon. Why? I know that there are some strange people that just can't map for Doom [1] with excuse "it has a limited roster". OK then, you already made it in Doom II format. But no, gotta add more. Hangar Alpha would be perfect - if not for mentioned custom actors. Otherwise the design is very good. Hangarway surely shines the brightest here. The best map of the whole package (with Alpha being second). Hangar Jr. - concept widely popular in tight circles (intended). Of which I'm not a member. (I.e. not my cup of tea, but I won't judge solely on that.) Docking Hangar - third best map. Unfamiliar enough to provide freshness and challenge yet still showing enough recognizable homages. Hell's Hangar - people often use "yet another techbase" as a joke and sometimes as an insult, somehow missing that "Doom is Hell" is almost equally popular design. But this one is good enough to stand apart from the rest of "red bricks, blood and lava" levels. Hangarstein 3D - not flat enough. Nah, just kidding. Decent level. Resident Evil - usually I would ask "why, just why", but this one surely good. (Not a fan of "let's remade this game in that game engine" idea, but this one I like.) ...a-a-and from that point it's all went downhill pretty quickly. Like, Formula 1 on nitro from Everest quickly. I thought that Hangar City was the worst, giving off the familiar vibe "technical skill over creativity" that I've seen in our national AMV "contest" back in the day. Boy, was I wrong. The last map surely looks like straight out of jokeWAD or similar "contest". Not funny, didn't laugh. Surely there are good maps here, but overall I just can't but wonder how can anyone consider it Cacowards worthy. Unless it's someone first custom WAD (which actually was for at least one of the users mentioning it in the corresponding thread). But anyway - this was interesting and I'm thankful for the first half of the WAD. 0 Share this post Link to post