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Way back in 2016, I had binge-played just about every wad related to Doom the Way Id Did all in a row and decided to try my hand at E1-style mapping myself. Eventually I lost interest in the project, but not before making four of a planned nine maps for the episode, taking inspiration from primarily from Romero and Hall, but also Dr. Sleep, Paul Corfiatis, and esselfortium's "material" texturing style. These maps take advantage of mild ZDoom features, including two new enemies, Eriance's Watcher and my own Squire, and reskinning the chaingun into an assault rifle that looks and sounds different but has the same behavior. But more importantly, the wad has a score, bonus, and treasure system similar to Wolfenstein 3D's to encourage exploration. Rather than letting this sit on my hard drive and eventually get lost, I decided to put it out on the internet for other people to enjoy. This wad should play on any flavor of *ZDoom released in the past few years. Difficulty settings are included, and jumping and crouching are disabled through mapinfo. I recommend using the software renderer and Vanilla Essence to get the intended atmosphere.
CREDITS
Spoiler:
AFADoomer (ACS scripting taken from Wolf3D TC) Cage (textures) Eriance (sprites, textures, sounds, DECORATE) Raven Software (Squire fireball) Enjay (textures) David Gevert (textures) FuzzballFox (textures) EarthQuake (textures) CaptainToenail (textures) Martin Howe (textures) Nick Baker (textures) Paul Corfiatis (music) FreeDoom team (music) Bobby Prince (music) Id Software (Doom 1 and Doom alpha resources)
STORY
Spoiler:
Daisy cowered in the corner of her hutch as her master brought the feeding tray, the tramp of his boots resounding in the hallway, getting louder and louder until his green-armored form emerged around the corner. She knew what was going to happen. There was no escape, no alternative, not on Gor. On Earth, perhaps, a rabbit might eat when she wanted to eat, but on Gor the will of her human was divine law. Such had it always been on Gor.
"Please, master," wailed Daisy, "I know you are a kind master, a great master, a wise master. But I do not wish to be fed. I am not hungry, and the carrots are ever so large."
"You will eat," said Doomguy flatly, his cold blue eyes piercing her like a cat's through the visor of his helmet. The carrots rattled in their container as he approached.
"I beg of you, powerful and potent master, have mercy on a rabbit and bring the carrots back in a few hours. I will be hungry again, master, I promise."
"You will eat," said Doomguy through clenched teeth. His voice boomed through the vocoder of his helmet. Still he came closer, towering over the rabbit hutch. When the Gorean master wished to feed the rabbit, the rabbit would be fed. There was no resisting his will. A massive brown-gloved hand dipped into the wooden box, bringing up two long, engorged carrots, their orange skins glowing softly in the firelight. With the other hand, he lifted the lid of the hutch, and the carrots tumbled onto the bedding in front of Daisy. "Now eat." Doomguy watched, staring at her, his sinewy arms crossed in front of his breastplate.
Daisy took the first of the carrots in her tiny mouth, her bladelike incisors rending apart the fibrous flesh of the root vegetable. It was so large, but her lord said "eat", so she would eat, regardless of her own wishes. In eating, she would come to know her true place. She ate, and ate. Her stomach bulged painfully, but still she nibbled on the carrots, her eyesight hazing with tears, until every scrap of carrot flesh had been consumed.
"You have been well fed," said Doomguy, his voice as icy and flat as a glacier.
"Yes, master," sobbed Daisy. "I--I have been well fed. For I am rabbit, and of Earth, and was ignorant of my reason for being. On Earth I could eat as I wished, but those who wished to feed me on Earth were weak, and Goreans like you are so mighty, so powerful. It is an honor to be fed by you. For the first time, I have come to realize what being rabbit means, and that I should long always to be fed by my master. I am small and weak, and it is my destiny to be dominated. Thank you, master."
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Last edited by Woolie Wool on Mon Jun 29, 2020 7:27 pm, edited 6 times in total.
Really enjoyed these maps. I'm a sucker for episode 1 stuff and this is a nice modernised take on the look and feel of the episode but with mopre extensive layouts and more cunning stuff going on than was possible in 1993.
I liked the layout of all the maps - fun to explore, alternative routes, plenty of secrets and logical. I never felt hopelessly lost or like I couldn't figure out which way I needed to go, but there was enough fun and challenge exploring and figuring out how to gather the keys etc. The extra items and kill rewards were fun but I'm not sure what benefit they have other than knowing I was successful (and maybe that's enough).
Interesting choice to import so many Doom1 features into Doom2. It must have been almost as easy to get it to run Doom instead. Not a criticism - just an observation.
Personally, I'm not sure that the watcher enemy works simply because its fireball moves so fast, it feels unlike all the other enemies - but that's a very minor gripe and it does fill a nice enemy niche.
The rifle is silent when it fires.
I wasn't particularly looking for bugs but the second map had a few things that just jumped out:
Spoiler:
This door started out looking like a door, but then it started acting weird: That's the sky visible where the door should be in that last shot.
I could walk through these bars:
This doortrak isn't a doortrak (and it isn't lower unpegged either)
All in all though, a good fun map set that I will definitely play again.
Enjay
Everyone is a moon, and has a dark side which he never shows to anybody. Twain
A couple more things on the second map. Or, rather, I think that they are things where the fix for what I pointed out before is incomplete/broke other stuff.
This hole in the wall now has DOORTRAK on one side: it looks like this on the other side:
and the door that was glitched before doesn't have DOORTRAK on its runner and it's not lower unpegged either.
Enjay
Everyone is a moon, and has a dark side which he never shows to anybody. Twain
Aw crap, sorry - I forgot to mention this in my previous post. It's possible to get the E1M2 red key without opening the bars. The first time I noticed, I did it completely by accident just by dodging against the bars during a fight.
Enjay
Everyone is a moon, and has a dark side which he never shows to anybody. Twain
This secret room has a switch to open a secondary exit.
However, it's possible to get to the secondary exit without ever entering this room or hitting the switch.
This is because if you approach the normal exit:
and then backtrack, this door is now visible: and you can just open that door in the normal way and then walk up to the secondary exit door and also open it in the normal way (i.e. although it is linked to the switch, it is also a normal door that does not need the switch).
Of course, it's a bit unusual because the super-secret exit takes you to E1M2 in just the same way as the normal exit does.
Enjay
Everyone is a moon, and has a dark side which he never shows to anybody. Twain
Corrected the E1M1 bug. Now the window switch is required to open the "secret exit". Originally I was going to make an E1M9 that was a ruined underground base with lots of lava and chaingunners, but since I never made that map, I decided to make it go to E1M2 for this release.
E1M3 - this blue key door... has one of its lines back to front so the door cannot be opened from inside the room.
If you are just progressing through the map, it doesn't matter too much because you leave the room via the slime tunnels. However, if you go back looking for items like I was doing, and don't want to go through the slime again, it's more problematic.
Enjay
Everyone is a moon, and has a dark side which he never shows to anybody. Twain
Those teleporters have their lines set to not be repeatable, which means that after all 4 lines were activated, the player gets stuck there.
This ceiling is too low and the player can't access those items. Also when the door closes after some time, the player can't open it and gets stuck there.
But I have to say I really enjoy those maps. Score items are very underused, so it's always nice to see a mapset use them.
Jarewill wrote:Those teleporters have their lines set to not be repeatable, which means that after all 4 lines were activated, the player gets stuck there.
I did notice in the automap that some of them weren't coloured as teleport lines. I didn't notice that they were single-use lines though. Makes sense.
Another thing with those particular teleports is that it's easy to trigger them by accident when you are still walking around on the upper level. Because of the way they are positioned, it's possible to walk like this: and find yourself teleporting. I've done it several times.
Perhaps the lines closes to the platform edge should have their specials removed?
Enjay
Everyone is a moon, and has a dark side which he never shows to anybody. Twain