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Grungo

(SURPRISE COMMUNITY PROJECT ANNOUCEMENT) Grungo E1M1 standalone map made for Doom 1

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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

 

image.png.107cceda400cc403f5ece33b5184d685.png

 

image.png.0bd3ac93c9b0dc749ea43774b48b4e68.png

 

 

Grungo's Map Download:

 

 

 

E1M1GRUNGO.rar

Edited by Grungo

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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.

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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

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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.

 

image.png.1cebc1df53f0eacb452cbed5163f36ab.png

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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?

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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

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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 by Grungo

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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!

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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

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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

 

 

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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

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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)

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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!

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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 by pianolarva

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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!

 

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