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

Fixed a couple glaring errors with the first file here. First off, the Assault Rifle had no sound! Second, the pickup in the room with the two Ettins wasn't where it was supposed to be, so you'd think you had no reason to go down there. Third, I put the Soul Sphere back in the second level. It wasn't supposed to be deleted.

Preview
E1M1 3B
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warif
warif - - 94 comments

Without a flashlight is not playable.

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rabidrage Author
rabidrage - - 47 comments

All the monsters and a lot of walls have brightmaps, plus there are a lot of glowing ceilings and floors and many lamps distributed throughout the levels. It's harder, but it's actually not as easy to get lost as in, say, PSX Doom.

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rabidrage Author
rabidrage - - 47 comments

Actually, my apologies. I know the problem (or part of it). The latest version of GZDoom got rid of the automatic dynamic lights attached to the lamps. Those lamps are vital for finding your way, especially past the first level! The next version of the mapset will fix it.

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