The demons came and the marines died. Except one. Your are the last defence against these hell-spawned hordes. Prepare for the most intense mutant-laden, blood-splattered action ever! The texture-mapped virtual world is so real, you don't just play DOOM - you live it.
This project's aim is to bring the official and relatively obscure console-exclusive maps together in a single playable episode. Maps consist of levels from PSXDoom, Jaguar Doom, and the Doom Alphas, re-mastered in a surreal yet fitting "neo-classic" style.
.....iD - DooM Alpha maps
.....Midway - PSXDoom-exclusive maps
.....Wills - Secondary mapping (E5M3)
.....Skunk - Artist (intermap)
.....Kaiser - PSXDoom Map conversion
.....deathz0r - Alpha Map conversion
.....Nuxius - PSXDoom consultant, major feedback!
.....Chris Nielson - PSXDoom TC, for inspiration
.....Raz - PSX Supershotgun remake
Well, here's something unexpected.
Great effort has been made to preserve the flow of the existing playable maps (PSX maps mostly), though a few in particular are heavily modified for purposes of gameplay or aesthetics. The Alpha maps in particular have changed drastically, but only for the purpose of "completing" what was originally an unfinished map. There is also one mostly-original map, though it does bear some striking similarities to Spawning Vats.
Though many oldschool doomers may not view earlier renditions of these maps (i.e. Kaiser's excellent Consoledoom.wad) as "canon" in the Doom universe, this project is designed specifically to preserve the look and feel of these maps in a format that will sit side-by-side with the original four iD episodes. We hope you will view this project as not just an add-on episode, but the fifth chapter in the Ultimate Doom universe.
This idea came to me after a runthrough of Chris Nielson's PSXDoom TC. It was interesting to see how the Doom levels changed, but even more interesting than that were the game's new levels. I was actually quite surprised at the quality of the extra maps, yet sadly, even today they remain almost a PSX-exclusive. Though Kaiser's excellent Consoledoom.wad did a good job at porting said maps, most oldschool Doomers are quite unfamiliar with names like "Twilight Descends" and "The Marshes". It would be a shame to see the final few official Doom maps recieve so little attention. Why not do something about this?
Thus, I introduced the Lost Episode project. The aim of this venture was to collect these relatively-unknown maps and release them as a 5th episode for Ultimate Doom, a semi-official "missionpack" to the game. My intention was to construct this wad in such a way that every Doomer can enjoy these maps as if they were part of the Ultimate Doom itself. As odd as it may sound from me, that Zen guy, I wanted this set to remain as "classic" as possible, meaning no new weapons or enemies, no ACS, and no uber-detail. I wanted this set to truly *feel* like it came from iD, since in a way, it does.
After months of work and more months of idling, the final version is finished. It's been a blast working on it. Thank you all for your support, feedback, and all-out insane enthusiasm at such an odd release. I hope the final wad lives up to everyone's expectations. It may not be iD, but we tried our hardest. ;P
The new maps include:
-5 PSX-Exclusive maps: "The Mansion", "Twilight Descends", "Threshold of Pain", "The Marshes", and "Redemption Denied".
-2 PSX 'remakes': "Spawning Vats" was modified to the point of unrecognizability, and "Hell Keep" was a new map altogether.
-2 scrapped Doom Alpha maps, one modified out the wazoo and one 'finished and extended', essentially.
Other interesting additions include an intermission map, provided by Skunk. Doom 1's intermission screens always impressed me, and somehow the simple addition of this makes E5 feel even closer to Doom than before. Maybe it's just me, but it really gives the episode some character.
Even having noted my intentions for keeping things as true-to-iD as possible, a certain few maps (the Alpha ones in particular) were in need of major modifications and touch-ups. However, I hated to leave my 'fingerprints' all over the place, so I kept things simple: "neo-classic" style as I call it. It's a *tad* more advanced than iD's original maps (and surreal to boot) but think about it: not only would the quality standards have increased if iD decided to do an Episode 5, but they'd have to come up with a unique, unifying theme. Sometimes you just gotta ask yourself: "What would Hall or Romero Do?"
As for music, aside from a few recycled vanilla tunes, I utilized a couple of Bobby Prince's unused DooM midis as well as a couple of his from different games. I'm quite satisfied with the soundtrack, finally. I wanted them to feel like they were *meant* for Doom, not just tacked on. Even the Slayer cover seems to go well with its map. EIther that or I'm crazy.
I'm sure at least one of you fellows is curious about the map lineup, so here we go: