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Found 16 results

  1. Guest

    Time Of Maps - Part 1

    Version

    92 downloads

    TOM is a boom compatible wad that uses only doom2 format line actions (except some boom light transfers) and sector effects. -complevel 9 in PrBoom-Plus is required for some rising stairs and "floor lower to 8 above highest floor" behaviour. Some maps don't work properly in ZDoom. This isn't intended to be a traditional map set. Instead, it's a compilation of random maps and mapping experiments (for me) with random themes that are sorted by date (mostly), rather than difficulty. Each map is intended to be learned and memorized from a pistol start and recorded on for max runs (not all maps also have an intended speed route). I imagine playing most of these maps without learning them would probably be pretty annoying. The point of the maps is to learn them, plan a route, and record a demo as fast as you can. Most of the maps are bfg-oriented or rocket/plasma-oriented and most people probably won't like the gameplay. Most of the maps are remakes of levels from other games. All of the remakes were built by looking around in-game in the original levels, counting floor and wall tiles to figure out heights and lengths, standing in corners and seeing where other corners line up, using a ruler and the in-game map to figure out general room sizes, etc. The Quake remakes were also built that way (I didn't look in a Quake editor). Though, there are still differences in appearance between the originals and remakes. If you're a fan of any of the games I did remakes of, I think it could be cool to check out these maps even if you don't like the gameplay (play on skill 3 - hurt me plenty - to play the maps without monsters). Intended to be played with these options, if you want: CATEGORY 1 (INTENDED) - prboom-plus 2.5.0.1+ - kills/items/secrets/timer HUD (with "smart totals" turned off) - any resolution + uncapped fps - custom key config for weapons - -longtics - no TAS features (unless you specify your demo is TAS) - turn180 if you use keyboard only CATEGORY 2 - zdoom - freelook + jumping turned on - infinitely tall actors turned off - no bfg aiming - custom key config for weapons - no crouch My key config in PrBoom-Plus is: WASD movement, M1 fire, SHIFT shotgun, R chaingun, Q rocket, E plasma, F bfg, SPACE use, ALT strafe on, MOUSE turning (sometimes arrow keys with my right hand for long sr50) My key config in ZDoom is: WASD movement, M1 fire, M2 jump, Q prev weap, E next weap, SPACE use, ALT strafe on, SHIFT center view, always mouselook, never auto-aim, no BFG aiming, dot crosshair. ///////////// // MAPLIST // ///////////// MAP01 - released April 7, 2009 Don't wake up the revenants MAP02 - released April 12, 2009 Silent Hill 2 remake of the first part of Rosewater Park MAP03 - released April 16, 2009 Silent Hill 2 remake of the start area MAP04 - released April 22, 2009 Silent Hill 2 remake of the Courtyard in the Woodside Apartments MAP05 - released April 26, 2009 Doesn't work in ZDoom MAP06 - released May 11, 2009 Doom2 format version of smedley.wad. Doom2.wad map01 remake built from scratch (no copy/pasting) exactly like the original, with some new areas. A secret area is a remake of the starting room and a hallway in Quake E3M3. Rocket jumping is required to reach that secret area in ZDoom. MAP07 - released May 19, 2009 Quake E3M4 remake of the first room MAP08 - released May 27, 2009 Doom2 format version of first part of dekutree.wad. Zelda: Ocarina of Time remake of Inside the Deku Tree. MAP09 - released July 2, 2009 Doom2 format version of second part of dekutree.wad. Zelda: Ocarina of Time remake of Inside the Deku Tree. MAP10 - released July 3, 2009 Doom2 format version of last part of dekutree.wad. Zelda: Ocarina of Time remake of Inside the Deku Tree. MAP11 - released July 18, 2009 For practising 2-bfg-shot kills on cybers and long sr50. Similar design to Espi's pe.wad MAP12 - released June 6, 2009 Doom.wad E1M1 remake from memory, after not having played/seen the original map in about 1 year, with doom2 monsters. It was Creaphis' idea. Also appears in e1m1mem.zip, e1m1mem2.wad map01. MAP13 - released March 6, 2009 Doom2 format + single player version of my 2 sectors deathmatch map in 2sector.wad (map07) from July 2006. Originally released as seaburt.wad in March 2009 MAP14 - released July 30, 2009 Doom2 format version of map27 from chips19.wad. Remake of level 27 from Chip's Challenge. Also turned out to be a 1024-style map. MAP15 - released July 16, 2009 Doom2 format version of my first five maps put into one map. The original maps are from dib28a.wad and were made in 2005 MAP16 - released September 1, 2009 My attempt at making an Oblige-like map from scratch. MAP29 - demo map Map28 from dib28a.wad. My unfinished attempt at making cave architecture from 2006. MAP30 - released September 20, 2009 A map with 2 sectors that will certainly be hated by most, if not all. MAP31 - released July 30, 2009 Map11 with the cybers facing you. MAP32 - released July 30, 2009 Doom2 format version of two of the last rooms from flanagan.wad. Also shows a Doom "bug" (?) where you can walk through certain impassible walls if your map takes up 32768 units or more, either south-north or west-east. Doesn't work in ZDoom.
  2. QuaketallicA

    Doom the Way id Did

    DTWID is a wad I played first a couple years back, and coming back to it now I'm remembering why I wasn't particularly fond of the experience. Although certainly constructed by competent mappers well versed in the art of wadcraft, DTWID is simply boring. Too few enemies, resembling a vanilla Doom 1 experience on Hurt Me Plenty. (Even when playing Doom for the very first time, I remember HMP being not challenging enough even then, so I upped the difficulty to UV for Episodes 2 and 3 and never looked back). The level structure/architecture, while certainly appropriate and attractive to look at (for a vanilla-styled wad) ultimately fails, because it's so much of a "been there, done that" affair. Let' examine E1M1, for instance, (though most if not all other maps in the wad has the same issues). You begin the map with the obligatory walk up the stairs to pick up an armor from a vantage where you can see an outside area. Near the end of the level, you kill Imps standing up on a vantage point. There's a secret with a shotgun and shells that is completely redundant since (on UV which again feels like HMP) you already get a shotgun from the shotgunner enemy earlier on. What can we gleam from this information? Well, the mappers clearly prioritized an almost religious devotion to recreating any and every memorable detail about the original maps, irrespective of whether those choices were necessarily the best ones for their wad. No, that is not a dig against Romero, et. al. Doom 1 was quite literally the first of its kind, and they necessarily had to make it easier because nobody had played anything like that before. It made sense to be more welcoming (which is why Doom 2 and subsequent id releases were not as easy). However for a community of experienced gamers, let alone experienced Doomers, the combat is so trifling at times you may as well be walking through an empty level. It also speaks to a lack of creativity, perhaps an intentional one, but a lack nevertheless, on the mappers' part. With a title as laden with hubris as "Doom, the way id Did," one would expect the same standard of creativity and architectural design style that Romero, Hall, et. al. brought to the table. You would expect a completely new, different experience, but one that feels believable like it could have been made by the 90s id guys in some alternate reality. That's not what the wad actually is. Instead, it's simply the exact same experience as the original wad, which is why other comments here qualify it as "generic" or "soulless." It's as though their vision of "the way id did" was literally recreating the specific landmarks, layouts, and even monster encounters of the vanilla maps, as opposed to creating something new and unique but feels like a spiritual successor to the original Doom. TL;DR If you want to re-experience the original Doom...then just do that instead. Like most other modern remakes, this one ain't worth the time.
  3. Guest

    E1M1: Reloaded

    Excellent E1m1 remake, I can't wait to see more of you're work! 5/5
  4. Guest

    Knee-Deep in ZDoom

    Don't listen to the guy above me, it truly is awful. I've played it, it's a disgrace to what Doom 1 was, I've seen better remakes of E1M1 in one day that kept "strong to the atmosphere of the original" then this turd. You obviously have no clue what Doom is Tormentor667 if you think this held strong to the original, I don't remember the whole game being dark as hell. 0/5. Though it deserves a -5.
  5. Guest

    origwad.zip

    I thought the first Doom WAD would be a remake of E1M1 but this is amazing!
  6. Guest

    Subdivision

    E1M1 remake #99999. Like all the others, it tries to recreate the "first high" you got when you first played DOOM. Also like all the others, it fails to do so because DOOM was so enjoyable back then because of the step up in graphical quality from Wolf3D and the new content. Rehashing a tired, overrated game does not bring this feeling back.
  7. Guest

    E1M1: Reloaded

    Considering there is a shit load of remakes of DooM levels on here, this one wasn't too bad. It was balanced in the ammo and health department, a few good hard to find secrets, but the Archviles didn't really mix in with the Ultimate DooM remake of E1M1. Nice layout and gameplay though! 4/5!-Candle M
  8. Guest

    E1M3: Toxin refinery

    The date of the file is 4 august 2005, so Dutch Devil uploaded a new version. I prefer his hangar27 an e1m1 remake. For me gameplay was "shiteasy" and the original looks better. But it's a sound level and I'm always curious about remakes. 3.5/5 coldfusio
  9. Guest

    The Imp's Episode Starter Kit

    Nice remake. I like the texture mix in e1m1, but I have found e1m4 almost the same as original. 4/5
  10. Guest

    Hangar 27

    Very attractive, although the design work is a bit fiddly; still, it's a clever reworking of E1M1 in a detailed, gothic style. Overall I preferred the same author's remake of E1M3, but they're both very good.
  11. Guest

    Phobos Reloaded E1M1

    The level beat my expectations for E1M1 remakes. Great Job. 4/5
  12. dg93

    6666 days of dooming

    An excellent E1M1 remake :)
  13. Guest

    E1M1: Reloaded

    At first I thought, "Not ANOTHER E1 remake!" But this has about as much in common with E1M1 as The Living End does. Very refreshing for starters; on top of that, very clever gameplay mechanics--I loved the barrel placement and the use of Arch-Viles. With the exception of some overwhelming fights, this was a surprising treat. 4/5 -newt
  14. Guest

    Hangar 2001 - Ultimate E1M1 Remix

    Yes, some parts are good, the windows are good, and some areas are improved. But overall, I can't tell the difference between E1M1 and this, other than the fact that this completely kills the classic E1 theme. The thing that made E1, and especially E1M1 so good was the E1 style. If you're going to remake a classic map, at least keep the style alive, itstead of going all "quake" on it.
  15. Guest

    origwad.zip

    @"I thought the first Doom WAD would be a remake of E1M1 but this is amazing!" In fact, there is some debate whether this or some modified E1M1 with altered items/sector heights (but no new nodes) was the first "new" level ever. There's also CROSS.WAD made with the same technique, but story tends to be a little murky...
  16. Guest

    evebarny

    Two maps. E1M1: Pretty good stone base, with nice fights and simple but good-looking architecture. Some theme clashes are annoying, and a few things -- like the BFG room and the ammo overkill -- feel awkward, but it is well compensated for by the gameplay and progression. Four good secrets. 3/5. E1M8: An E1M8 remake, but doesn't improve on the original. You don't have to kill the Barons to exit. It all feels a bit "plain" and oversized. Definitely so-so. 2/5. Overall: --3/5
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