Grungo Posted October 22 (edited) Me got back into mapping a bit ago, and made a IWAD themed Doom level for E1m1 slot of DOOM would like feedback most enemies are just imps and zombiemen, it's supposed to be a easy starter level tested in : GZDoom screenshots: Spoiler Grungo's Map Download: E1M1GRUNGO.rar Edited October 22 by Grungo 5 Share this post Link to post
kinker31 Posted October 22 Played it and beat it in one go. Used Crispy Doom to record the demo as for some reason, the map didn't like Chocolate Doom. Might be a node issue? I dunno. Texturing: It's... okay. The choice of flats was a bit head scratching though, but I suppose that's only because IWAD Doom only uses about... three flats ever for ceilings and floors? You also seemed to want to use every last bit of techbase texture, which isn't bad by itself, but it might be more worth it to prune out the one-room themes. Secrets were also dead-easy to find, given the automap spelled them all out and most of them could be found the same way Knee-Deep's secrets could. Gameplay: Now, I know I wasn't supposed to expect anything too difficult, given it is supposed to be a starter map... but I think Hangar might actually be more harder than this map? Most of the enemies only take about 3 shots to go down, barrels act as "skip tough fight for free" tickets, and if you pick up even the humble pump-action shotgun, the map might as well be begging for mercy. Ammo's also plentiful enough that it might a well be a king's ransom, and powerups? Single-segment players would have it made in the shade with all the health and armor you give out. Sure, mediktis and stims are a bit stingy, but the worst of the hitscanners can be neutralized with a Blursphere in the room literally next to the start. Grade: B- Difficulty: EZPZ Download the demo file 'ere. 2 Share this post Link to post
ScrappyMcDoogerton Posted October 22 Fun map with solid E1 vibes. You could put a switch to open the final door behind the ambush, so that the player can't just skip it and walk out. 1 Share this post Link to post
PurplDanial Posted October 22 Pretty solid map, texture work could use some work here and there but overall pretty cool, E1 Vibes for sure, id say 7/10, theres nothing much to the wad, its no magnum opus but it sure was fun playing, nice wad 1 Share this post Link to post
Grungo Posted October 22 (edited) me hope you enjoy grungo's latest map... BECAUSE IT'S A SUPRISE ANNOUNCEMENT FOR MY NEW 9 MAP DOOMWORLD COMMUNITY PROJECT! Switchenstein! turning Wolfenstein maps into doom maps! the main idea is revamping the old wolf maps into something new entirely basically making them almost unrecgonizeable to their source material a new thread will be coming up soon explaining more in detail the map grungo gave is infact, a re-imagineing of Wolfenstein 3D's e1m1 the project I will be making will be a 9 map project turning the first episode of wolf 3d, into a Knee Deep In The Dead styled doom wad! 9 maps. 4 Share this post Link to post
genitalgrinder Posted October 22 I grew up on Wolfenstein 3D so I will definitely be following this project with some interest. Are you going to reinterpret the entire first episode of Wolfenstein 3D, or choose select maps from across the game? 2 Share this post Link to post
Hoodie Posted October 22 3 hours ago, Grungo said: Grungo dislike moonman mods Racism bad we are all caveman deep down, no matter how different our skin looks lmfao at this post, bravo xD very good map! While playing I kept thinking it did feel very much like a classic map in design so it being a reimagining of wolf e1 makes sense. Some of the extra rooms make it feel like a base however it makes them pointless ultimately. After finding the exit I did a restart and ran right to it by grabbing the shotgun secret along the way, so what I'm meaning is try to impede player progress more if youre going for that. Lots of the ambushes are easily avoided BUT AGAIN it is an e1 map so whatever. Excited to see how you wanna redo the whole episode 1 of Wolfenstein as I have had the same idea for so long but have never tried anything with it :p Good use of textures, some rooms feel kind of empty and that window at the start just goes straight out into the sky, overall great map tho my man 2 Share this post Link to post
Grungo Posted October 22 (edited) 32 minutes ago, Hoodie said: lmfao at this post, bravo xD very good map! While playing I kept thinking it did feel very much like a classic map in design so it being a reimagining of wolf e1 makes sense. Some of the extra rooms make it feel like a base however it makes them pointless ultimately. After finding the exit I did a restart and ran right to it by grabbing the shotgun secret along the way, so what I'm meaning is try to impede player progress more if youre going for that. Lots of the ambushes are easily avoided BUT AGAIN it is an e1 map so whatever. Excited to see how you wanna redo the whole episode 1 of Wolfenstein as I have had the same idea for so long but have never tried anything with it :p Good use of textures, some rooms feel kind of empty and that window at the start just goes straight out into the sky, overall great map tho my man there barely any "extra rooms" all rooms were taken from e1m1 of wolf 3d, that's one of the challenges; recontextualizing rooms. but yeah thank you for the support! I will make a thread of this project soon! and if you wanna join you can! 48 minutes ago, genitalgrinder said: I grew up on Wolfenstein 3D so I will definitely be following this project with some interest. Are you going to reinterpret the entire first episode of Wolfenstein 3D, or choose select maps from across the game? Yes! for now! we will make all levels from episode 1!, if things go swell, we will tackle "Operation Eisenfaust" in the theme of Shores of Hell. but for now 9 maps (which is really 8 maps now, since I did level 1 already) is okay enough, as I think things will be much more paced if we drip feed 8 maps for people to do.) if you wanna join, you are welcomed for now I wanna let this thread float up for a bit, as I am preparing the rules and screenshots for the upcoming wolfenstein/doom project stay tuned! and tell your friends about it. Edited October 22 by Grungo 1 Share this post Link to post
Hoodie Posted October 22 28 minutes ago, Grungo said: there barely any "extra rooms" all rooms were taken from e1m1 of wolf 3d, that's one of the challenges; recontextualizing rooms. but yeah thank you for the support! I will make a thread of this project soon! and if you wanna join you can! I am rly sorry I just meant the rooms you don't necessarily have to enter, still figuring out proper mapping discussion...this map was very fun to explore and see how you changed it into a doom aesthetic, I think you nailed that vibe! 1 Share this post Link to post
Grungo Posted October 22 Just now, Hoodie said: I am rly sorry I just meant the rooms you don't necessarily have to enter, still figuring out proper mapping discussion...this map was very fun to explore and see how you changed it into a doom aesthetic, I think you nailed that vibe! yeah, no offense taken I got this project idea inspired by "Switcheroom" where it's a map in a different episode 1 Share this post Link to post
Grungo Posted October 22 2 minutes ago, Hoodie said: I am rly sorry I just meant the rooms you don't necessarily have to enter, still figuring out proper mapping discussion...this map was very fun to explore and see how you changed it into a doom aesthetic, I think you nailed that vibe! say would you like to join this project? you mentioned you wanna try this idea 0 Share this post Link to post
Hoodie Posted October 22 12 minutes ago, Grungo said: say would you like to join this project? you mentioned you wanna try this idea I am so self conscious about my own work and joining a community thing would just multiply those feelings already. ty for offer tho, I hardly ever map anymore these days x_x 1 Share this post Link to post
Grungo Posted October 22 9 minutes ago, Hoodie said: I am so self conscious about my own work and joining a community thing would just multiply those feelings already. ty for offer tho, I hardly ever map anymore these days x_x eh I think you'd do swell! but yeah mapping can be hard, and some of these maps are way too fraggin' big (but then again one of the rules is, some rooms can be smaller but that's besides the point) 1 Share this post Link to post
Walter confetti Posted October 22 4 hours ago, Grungo said: BECAUSE IT'S A SUPRISE ANNOUNCEMENT FOR MY NEW 9 MAP DOOMWORLD COMMUNITY PROJECT! Switchenstein! turning Wolfenstein maps into doom maps! the main idea is revamping the old wolf maps into something new entirely Interesting concept! 2 Share this post Link to post
pianolarva Posted October 22 (edited) This was surprisingly good. I don't know how you did it, but it felt like a classic Doom map at times. It didn't feel like Wolf at all though, it may have to do with the textures, maybe use less? Likes: the computer map closet with the two walls opening automatically. the tek secret was hidden the light secrets The texture secrets were very good. Like the green startan in the middle. The one after the green armor was good but it shouldn't have such a big reward because it wasn't that difficult to find. The green river. Excellent placement. You now it's down there but it's not one where you are tempted to explore. the caged imp Dislikes: the exit room closet the use of shotgunners at the end. They didn't belong in this map. stairs that you can't see marble ceiling Wall and door textures are one after the other, I think they should be separated by something. the starting rooms were a bit boring the lights secret: it could look better with a support texture next to it. Because trying to open a wall with lights isn't common. It looks odd but it works for this ultimate secret. difficulty is easy, but it's also great for a first map. It could be increased so that medikits are actually useful. I considered this idea but it didn't make sense to try to do Wolf maps in Doom. But now I'm having ideas. Expanding height would look good, adding rivers also, breaking walls... This may be useful while you design https://www.vgmaps.com/Atlas/PC/index.htm#Wolfenstein3D Edited October 22 by pianolarva 3 Share this post Link to post
DoomGappy Posted October 22 Played this twice now, and my only criticism is to place the shotgun somewhere along the main path or in a much more easy to find secret. Pistol combat is terrible in anything that has more than 15 enemies or so, and I was scrambling to find a better weapon. I know Both Hangar and Entryway did it, but those maps are significantly smaller. Still a very nice "IWAD-like" map. Keep it up! 2 Share this post Link to post