Hangar IV: Experimental E1M1 remake.

New maps, and other projects whose primary focus is new maps, belong here.

Note: This forum, and all forums below it, are not for questions or troubleshooting! Threads created here are for active projects only! If you have questions please feel free to use the Editing subforums or General forum.
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.
Post Reply
User avatar
Sergeant_Mark_IV
Posts: 812
Joined: Wed Feb 02, 2011 12:44 pm
Location: United Communist Nazi Republic Dictactorship of Banana Land (Brazil)

Hangar IV: Experimental E1M1 remake.

Post by Sergeant_Mark_IV »

This is a experimental map that I have started 3 days ago for Zdoom. It is an attemp to mix both newschool and oldschool mapping concepts.
What I am trying here, is to make rooms and corridors with abstract non-90° shapes, but still, decorating it in a realistic way, with benches, tables, metal shelves, etc.
Player can choose between linear gameplay (rushing to the exit) or non-linear gameplay (finding the Red Key to open the Control Tower's door, and find the switch that opens the Hangar gates, to go outside and search for secrets).
I don't usied overdetail. I wanted to keep everything simple. This somewhat implies in realism. (Why would UAC like to put over 1000 computer terminals in a single corridor like in Kdizd?)

Screenshots:
http://i52.tinypic.com/nfdhd.jpg
http://i52.tinypic.com/dfi06v.jpg
http://i51.tinypic.com/8wgt35.jpg

I tried to make this map based in the intermission pic's hangar. Here are some points of reference:
http://i56.tinypic.com/2pocc5u.jpg


Download:
http://wadhost.fathax.com/files/HangarIV.zip

I Just made it to have fun, but, if many people like it, maybe I will make a E1M2 remake on the same style.
PS: This is a E1M1 remake, but you need Doom 2 to play it.
PS2: This map uses OpenGL features, like 3D floors and Dynamic Lights, but they don't interfere in gameplay if you are playing in software mode.

Music: Hangarmageddon by EvilHorde.
The Aircraft textures were made by Espi.
User avatar
Vertigo
Posts: 131
Joined: Tue Jul 26, 2005 8:27 pm

Re: Hangar IV: Experimental E1M1 remake.

Post by Vertigo »

I enjoyed it a lot. Nice visuals and not too many monsters.
User avatar
Enjay
 
 
Posts: 26986
Joined: Tue Jul 15, 2003 4:58 pm
Location: Scotland
Contact:

Re: Hangar IV: Experimental E1M1 remake.

Post by Enjay »

Good fun - really enjoyed it. Looks very nice. A good blend of the old and the new.

Some minor problems I noticed:
There is a misaligned crate in the first room.
The very first door - the door tracks move with the door.
There are a bunch of armour helmets in the ducting secret but they are not flagged to appear on easy (I also suggest that you don't really need to flag 2 different sectors in that area as secret).
Check the console - there are some texture messages:

Code: Select all

Unknown middle texture 'EARTHSKY' on first side of linedef 0
Unknown middle texture 'EARTHSKY' on first side of linedef 1
Unknown middle texture 'EARTHSKY' on first side of linedef 2
Unknown middle texture 'EARTHSKY' on first side of linedef 3
Unknown bottom texture '°' on first side of linedef 297
User avatar
Ghastly
... in rememberance ...
Posts: 6109
Joined: Fri Jul 06, 2007 2:34 pm

Re: Hangar IV: Experimental E1M1 remake.

Post by Ghastly »

Be careful with those experimental remakes. Some gene splicing might go wrong and suddenly you could have a giant, mutant E4M8 with parts of E3M2 and E2M7 rampaging across the countryside.

But yeah, looks good and downloading.

Edit: I like the design, but there's a bit of a lack of health. I think I only saw one stimpack and a few health bonuses (though there may have been a little more). Otherwise, pretty good.
bwc153
Posts: 23
Joined: Tue Jun 30, 2009 1:25 pm

Re: Hangar IV: Experimental E1M1 remake.

Post by bwc153 »

I just did a runthrough with Brutal Doom - and unsurprisingly this map fit it well. :P
bgraybr
Posts: 136
Joined: Tue Nov 30, 2010 7:52 pm

Re: Hangar IV: Experimental E1M1 remake.

Post by bgraybr »

The level was enjoyable, however, I don't see how its classic style (if by "classic" you mean episode one-Romero style). Here's why:

It was rather cramped. I assume this is because you were trying to build the game to a realistic scale, which isn't surprising considering what you were aiming for, but it makes the gameplay rather odd. As far as gameplay, there wasn't enough health or ammunition and enemies were almost always encountered in groups. I also noticed some misaligned textures that could quite easily have been misaligned without changing the architecture. Textures don't have to misaligned to make the level classic style, texture alignment just shouldn't be considered over the actual structure of the map.

There's more to "classic" style than having oddly shaped rooms. If you look at an episode one map, you'll notice that the rooms come together in both an aesthetically pleasing and immersive way that made the levels feel alive and convincingly three dimensional. Windows lead into other areas, there's an excellent sense of space in every area of the level, height variation is used to make the levels feel even more intricate and real. Your level, with or without the effects, accomplishes none of those things. In other words, a linear, oddly designed map with some 3D effects is less convincing than the stock episode one levels, a level does not have to be a model of something real to feel realistic (in fact, focusing to much on modeling a real life place can have the opposite effect, especially in Doom mapping). I suggest that you take a look at (besides episode one of Doom) Suspended in Dusk. It does have some hacky vanilla effects, but its very atmospheric and convincing (and also beautiful). UAC Ultra also does an excellent job of "feeling" like a real place.
User avatar
Matt
Posts: 9696
Joined: Sun Jan 04, 2004 5:37 pm
Preferred Pronouns: They/Them
Operating System Version (Optional): Debian Bullseye
Location: Gotham City SAR, Wyld-Lands of the Lotus People, Dominionist PetroConfederacy of Saudi Canadia
Contact:

Re: Hangar IV: Experimental E1M1 remake.

Post by Matt »

Good gravy this was hard to get through. XD But the good kind of hard - sneaky but not completely bullshit surprises, reasonable balance between placement and reflexes to help you win the day. Also balances pretty well with or without Brutal Doom, though without seems to be a bit skimpy on the ammo side during the early half.

It would be nice to make the secret areas no-crouch-compatible though.

I got a much better sense of place here than bgraybr did... possibly because my frist playthrough was with BD and had no music playing, so the start had a much better "oh snap" feel to it. I also like how the same essential elements (armour, tower, gates) were reinterpreted for a similar flow to the original while actually making some sense.
User avatar
Ghastly
... in rememberance ...
Posts: 6109
Joined: Fri Jul 06, 2007 2:34 pm

Re: Hangar IV: Experimental E1M1 remake.

Post by Ghastly »

Vaecrius wrote:It would be nice to make the secret areas no-crouch-compatible though
That. Raising it more would help. As for ammo, yeah it's a little low, but I figured that was because I missed the shotgun across from the red door. Then again, I punched out every monster I could, so...

On another note, I loved the whole red key secret, but there wasn't really any reason to go there aside from some armor or health bonuses. Optional areas are always welcome (maze in E1M2 with two useful secrets and decent ammo, for example), but they need something to make it worth the time and risk.
User avatar
Matt
Posts: 9696
Joined: Sun Jan 04, 2004 5:37 pm
Preferred Pronouns: They/Them
Operating System Version (Optional): Debian Bullseye
Location: Gotham City SAR, Wyld-Lands of the Lotus People, Dominionist PetroConfederacy of Saudi Canadia
Contact:

Re: Hangar IV: Experimental E1M1 remake.

Post by Matt »

One medikit somewhere in that red door sequence would solve a lot of problems...
User avatar
wolf00
Posts: 217
Joined: Sat Apr 15, 2006 6:47 am
Location: kladno czech republic

Re: Hangar IV: Experimental E1M1 remake.

Post by wolf00 »

very nice short map,complete epizode in this style can be great ...
User avatar
Sergeant_Mark_IV
Posts: 812
Joined: Wed Feb 02, 2011 12:44 pm
Location: United Communist Nazi Republic Dictactorship of Banana Land (Brazil)

Re: Hangar IV: Experimental E1M1 remake.

Post by Sergeant_Mark_IV »

bgraybr wrote:The level was enjoyable, however, I don't see how its classic style (if by "classic" you mean episode one-Romero style). Here's why:

It was rather cramped. I assume this is because you were trying to build the game to a realistic scale, which isn't surprising considering what you were aiming for, but it makes the gameplay rather odd. As far as gameplay, there wasn't enough health or ammunition and enemies were almost always encountered in groups. I also noticed some misaligned textures that could quite easily have been misaligned without changing the architecture. Textures don't have to misaligned to make the level classic style, texture alignment just shouldn't be considered over the actual structure of the map.
There are some problems with cramped places (like the east and south borders on the hangar before getting into the final room), I know, I'm trying to move some lines to fix it. About the unalignated textures, it is a speedmap, I didn't have paid too much attention to it.
bgraybr wrote:There's more to "classic" style than having oddly shaped rooms. If you look at an episode one map, you'll notice that the rooms come together in both an aesthetically pleasing and immersive way that made the levels feel alive and convincingly three dimensional. Windows lead into other areas, there's an excellent sense of space in every area of the level, height variation is used to make the levels feel even more intricate and real. Your level, with or without the effects, accomplishes none of those things. In other words, a linear, oddly designed map with some 3D effects is less convincing than the stock episode one levels, a level does not have to be a model of something real to feel realistic (in fact, focusing to much on modeling a real life place can have the opposite effect, especially in Doom mapping). I suggest that you take a look at (besides episode one of Doom) Suspended in Dusk. It does have some hacky vanilla effects, but its very atmospheric and convincing (and also beautiful). UAC Ultra also does an excellent job of "feeling" like a real place.
Suspend In Dusk has heaps of 45° and 90° shape rooms, and cramped areas with low ceiling and close walls. I don't see anything similiar on it and Romero's levels. I think I don't have anything to use from it.

Ghastly_dragon wrote:Be careful with those experimental remakes. Some gene splicing might go wrong and suddenly you could have a giant, mutant E4M8 with parts of E3M2 and E2M7 rampaging across the countryside.

But yeah, looks good and downloading.

Edit: I like the design, but there's a bit of a lack of health. I think I only saw one stimpack and a few health bonuses (though there may have been a little more). Otherwise, pretty good.
Thanks. I will keep this advice in mind.
Yes, people have been complaining about lack of health. I must add more. (Too many time playing Brutal Doom made me keep always farthest as possible from enemies, and they rarely can hit me in Vanilla Doom, and I can finish this map with health over 60 in UV in Vanilla. I shouldnt have made the map based on my skills =P)


Enjay wrote:Good fun - really enjoyed it. Looks very nice. A good blend of the old and the new.

Some minor problems I noticed:
There is a misaligned crate in the first room.
The very first door - the door tracks move with the door.
There are a bunch of armour helmets in the ducting secret but they are not flagged to appear on easy (I also suggest that you don't really need to flag 2 different sectors in that area as secret).
Check the console - there are some texture messages:

Code: Select all

Unknown middle texture 'EARTHSKY' on first side of linedef 0
Unknown middle texture 'EARTHSKY' on first side of linedef 1
Unknown middle texture 'EARTHSKY' on first side of linedef 2
Unknown middle texture 'EARTHSKY' on first side of linedef 3
Unknown bottom texture '°' on first side of linedef 297
I didn't knew about the missing helmets on easy dificult. Thanks for reporting it.

wolf00 wrote:very nice short map,complete epizode in this style can be great ...
I'm working on E1M2 now. If I really can do something good, and people really like it, I can aim for a complete episode, or maybe a complete game.

Ghastly_dragon wrote:
Vaecrius wrote:I loved the whole red key secret, but there wasn't really any reason to go there aside from some armor or health bonuses. Optional areas are always welcome (maze in E1M2 with two useful secrets and decent ammo, for example), but they need something to make it worth the time and risk.
Vaecrius wrote:It would be nice to make the secret areas no-crouch-compatible though.
I sure will do it.

Ghastly_dragon wrote:I loved the whole red key secret, but there wasn't really any reason to go there aside from some armor or health bonuses. Optional areas are always welcome (maze in E1M2 with two useful secrets and decent ammo, for example), but they need something to make it worth the time and risk.
Sure. I will place more ammo on the secret ventilaion ducts in the landing area.
User avatar
Ghastly
... in rememberance ...
Posts: 6109
Joined: Fri Jul 06, 2007 2:34 pm

Re: Hangar IV: Experimental E1M1 remake.

Post by Ghastly »

Sergeant_Mark_IV wrote:Sure. I will place more ammo on the secret ventilaion ducts in the landing area.
Some in there, but some outside as well. There really was virtually nothing out there but a few monsters
User avatar
Tragos
Posts: 624
Joined: Tue Jun 02, 2009 5:59 pm
Location: [Getting frisky with Xeno's]
Contact:

Re: Hangar IV: Experimental E1M1 remake.

Post by Tragos »

Nice work Sergeant_Mark_IV. I think this may have been what Tom Hall had in mind for Doom.
User avatar
SamVision
Posts: 2425
Joined: Tue Apr 13, 2010 4:47 pm
Location: Behind You

Re: Hangar IV: Experimental E1M1 remake.

Post by SamVision »

It still does not seem like an actual hanger.
User avatar
Matt
Posts: 9696
Joined: Sun Jan 04, 2004 5:37 pm
Preferred Pronouns: They/Them
Operating System Version (Optional): Debian Bullseye
Location: Gotham City SAR, Wyld-Lands of the Lotus People, Dominionist PetroConfederacy of Saudi Canadia
Contact:

Re: Hangar IV: Experimental E1M1 remake.

Post by Matt »

Just don't overdo the health. :P if you're adding other stuff to the red-key-accessed area anyway my second recommendation would be one or two medikits in the exit room on a shelf just behind the imps.

One suggestion: put the music file in an external file in the zip so it's easier to remove.
Post Reply

Return to “Levels”