Three heavily-edited Doom levels that are super dark, lit only by dynamic lights, brightmaps and glowing flats. There are a few new things here. Credit for things I've added from other modders: SgtMarkIV gets credit for the hanging lamps from Brutal Doom 64, now gracing the halls of my E1M1, with voxel versions made Reikall. SgtMarkIV also for the wood particle sprites, Assault Rifle and various Imp effects. Phi108 for his hires Brutal Doom skyboxes. Aenima for the spraypaint from Super Skulltag. Works well in GZDoom too! The Doom Voxel Project for the voxel switch that's featured in the level. TheUnbeholden for brightmaps of walls and monsters, all the better to point the way. Mankrip for upscaled Absolution graphics. Kaiser also gets credit for Absolution and The Outcast Levels! The DRD team created the Ettin model and SFJake added Outcast Levels items not found in Retribution, i.e. Hell Potions. Globes are from Chex Quest 3 by Charles Jacobi.

Description

The first 3 levels of Doom, HEAVILY modified with new lighting effects, 3D floors, slopes and switches for the doors, among other things. Lots of beautiful surprises. This mod is made for Doom II and has only been tested for use with GZDoom.

Preview
E1M1 3
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Hawk_v_Dieg0
Hawk_v_Dieg0 - - 51 comments

can u add compatibility with brutal doom? sry for my english

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rabidrage Author
rabidrage - - 47 comments

It works with BD19 if you load the maps first. You just won't be able to use the Mace, the Rifle or the spraypaints. But Brutal Doom would ultimately spoil what I'm doing here, because I'm adding mods from various sources as I develop this further. It gets better!

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mrfuzzyball
mrfuzzyball - - 18 comments

Tried to register class 'HangingTechLampb' more than once.
Tried to register class 'CeilingLightb' more than once.
Tried to register class 'LightShaft1' more than once.
Tried to register class 'LightShaft2' more than once.

Execution could not continue.
doesn't work? help?

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rabidrage Author
rabidrage - - 47 comments

Are you using Zandronum or GZDoom? Are you using the latest GZDoom? I'm afraid I'm bad at specifying what my mods actually work in. I make them all for GZDoom.

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Guest - - 691,427 comments

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mrfuzzyball
mrfuzzyball - - 18 comments

By the way, that last guest account reply was actually me, I’m on my phone and am not at my computer since I’m on the Oregon Coast right now.

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rabidrage Author
rabidrage - - 47 comments

In that case, here is my reply. It should work with Project Brutality 3 just fine. PB3 might break a couple of the added weapon slots, though, so you might not be able to use the new stuff. I also don't know what it'll do to one of the new monsters, which uses the Imp as a template. Still should run smoothly otherwise.

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