I've recently been getting back to my gaming roots after purchasing the Doom collection from Steam and then getting ZDaemon and ZDoom set up. I had forgotten how much I missed the visceral thrill inherent in a game where the only strategy involved is to kill or be killed. The only downside to Doom, in my opinion, were the deathmatch maps - since the gametype was in its infancy, the developers at id didn't really have a handle on what made a great free-for-all level.
Because of this, I figured I'd give editing for Doom a shot. Since I'd never touched a wad editor before (and never gotten past room-hallway-room in any editor for any game), I decided to give another popular deathmatch map from a different series a re-imagining (de-imagining?). The only restriction that I placed on myself was that the map would not support any of the new features that many of the source port engines provided (slopes, deep water, ambient sounds, colored lighting, etc.).
I've been working on it off-and-on for the last couple of days, and I'm no where near done yet, but I thought I'd throw this out there to see how short of a time it would take before anybody could finger the original level this is based off of. So here we go:
Because of this, I figured I'd give editing for Doom a shot. Since I'd never touched a wad editor before (and never gotten past room-hallway-room in any editor for any game), I decided to give another popular deathmatch map from a different series a re-imagining (de-imagining?). The only restriction that I placed on myself was that the map would not support any of the new features that many of the source port engines provided (slopes, deep water, ambient sounds, colored lighting, etc.).
I've been working on it off-and-on for the last couple of days, and I'm no where near done yet, but I thought I'd throw this out there to see how short of a time it would take before anybody could finger the original level this is based off of. So here we go: