E1m8c - a study of Romero's E1M8b

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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kars
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Joined: Mon Nov 16, 2015 5:36 pm

E1m8c - a study of Romero's E1M8b

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Post by kars » Mon May 09, 2016 1:12 am

hi everyone,

I'm a bit hesitant to post this work. I know many, including me, are thinking highly of Romero, his legacy and current work.
Watching a slew of review video's of people playing through Romero's recent E1M8b, I learned how many players seem gloss over many things, and are simply in awe. I was looking for a more neutral review, but I did not find any. My impression of E1M8b is favourable, and I must say that it has a lasting quality, it grows on you. Still I felt it was not reaching it's potential.

I was analysing e1m8b with my map testers.
Asking myself, could e1m8b be improved? What would I like to see changed? 3 aspects came to my mind: outdoor environment, general polish, and the boss fight.
Briefly I considered making a youtube review video, but then it would be just an opinion by an anonymous mapper, and I would not be able to really test my thoughts.

What has been done?
- I converted the e1m8b map to the UDMF map format, so I could easily add environment sounds, reverbs and a few dynamic lights.
- Starting elevator. - I call this 'the unveil'. It's like a fade in so the new room is gradually unveiled, and makes a bigger impression.
- Raised a few ledges so the jumping player cannot skip large parts.*
- Added a little elevator in the central courtyard, so the player can trace their way back from the red key to the chainsaw.
- Made several windows to secret area's so people are hinted and teased more to look for them.
- The outside pathway has now a fatal waterfall edge, adding a risk and tension.
- Raised the final red computer building, so it looks a bit more daunting.
- The final room area I changed a lot. I figured with high intensity action around the final rocket launcher, the action in the gates of hell room felt pale. The 'music'/action needed to quiet down first so the final could contrast.
- I also wanted the final to have more layers, last longer, and to be more intense to really mark the end of the episode with a bang.

Included are two links, the first for the map including a few environment sounds and a customised sky. The second file contains the relevant high resolution textures from DHTP, brightmaps and Andrew Hulshult's version of 'Sign of Evil'. Other credits are included in the files.

I recommend using Zandronum and GZDoom with this. (Personally I like the high resolution textures and filtering.)

E1M8c.wad
4.2MB
http://www.filedropper.com/e1m8c_1

E1M8c_HD_pack.pk3
41.2MB
http://www.filedropper.com/e1m8chdpack


Hopefully can share with me what you think of my map study project.

Thank you.

Kars van Kouwen
(The Netherlands)

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