A reinterpretation or remake of Doom's original E2M3, heavily inspired by KDiZD and the vision for TSoZD with a little personal twist. The whole map has been enlarged, restructured, new areas have been added, old ones enhanced and the whole thing has been turned into something more real and creepy. Expect something totally different in a place that you already know to a very good extend.

On top of that, the map has three phases, which can be played in a sequence - just continue playing after beating one phase.

  • Phase 1 has less monsters but also less equipment, so play it carefully and try to discover the map.
  • Phase 2 is arcade-action oriented with lots of gunfodder, it comes close to the casual Doom experience.
  • Phase 3 is totally different from the other two phases. The map route has been completely revamped, the structures are changing organically (literally) and a time-limit mechanic has been added as well.

The Refinery | Trinity v2.0
Filename : therefinery.pk3
Date Finished :

  • August, 31st 2012 (v1.0)
  • November, 7th 2022 (v2.0, Trinity)

Author : Daniel "Tormentor667" Gimmer
Web Page : Realm667.com
E-mail adress : info@realm667.com

* Credits *

Acts 19 quiz - Support
AgentSpork - Monsters
Cage - Textures
CaptainToenail - Monsters & Props
DrDoctor - Textures
Dusk - Textures
Earthquake - Textures
Enjay - Textures
Esselfortium - Textures, offset corrections, portal fix, extra floor
light fixes, lighting effect concept on floor textures
FDARI - Scripts
Ghastly Dragon - Monsters
Hellser - Light effects
Horror Movie Guy - Monsters
Jimmy - Monsters
Neoworm - Monsters
Nightmare - Textures
NightFright - Statusbar code and Brightmaps
NMN - Monsters
Malinku - Textures
Perkristan - Music, HiRes Doom sounds
Rifleman - Models
Scalliano - Monsters
Sigvatr - Palette
Solarsnowfall - Steam spawner
- Fire spawner
Tormentor667 - Graphics, Textures, Monsters, Props, Maps, Code, Scripts
TyrannotitanFan - Weapons
Vader - Textures, Monsters & Props
Woolie Wool - Monsters
Yuraofthehairfan - Monsters
Zrrion the insect - Cloud spawner
Authors of AltDeaths
CodeImp - Doombuilder 2
Graf Zahl - GZDoom
MaxEd - GZDoombuilder
Randy Heit - ZDoom

* Beta testers *

Arch, BloodyAcid, Chopkinsca, Fisk, Glenzinho, Obsidian, Ravick

* Special thanks *

Salahmander2 and Ozymandias81 for an amazing work and help on the re-release version. Without your help, this wouldn't be possible!

* Dedication *

I want to thank the whole TSoZD team for which this map was actually created first. Thanks for the inspiration, for the hints and tips concerning mapping and ideas and good luck to you - I really hope you get this finished!

* Play Information *

Maps : Z2M3
Source Port : GZDoom 4.8.2
Single Player : Yes
Cooperative 2-8 Player : Yes
Deathmatch 2-8 Player : No
Difficulty Settings : Yes
New Sounds : Yes
New Music : Yes
New Graphics : Yes

* Construction *

Base : E2M3 of Doom
Build Time : v1.0 - 21 months (from November 2010 till August 2012)
v2.0 - 11 months (from December 2021 till November 2022, on off)
Editor(s) used : Photoshop, DoomBuilder 2, GZDoomBuilder, Ultimate Doom Builder, ACC, Slade3
Known Bugs : None

* Cheats *

To instantly play the second and third run, simply launch the console and type "pukename next".
For the credit roll and end sequence, type "pukename SecretNext".

* Copyright *

You may use material from this project for your own projects as long as you credit the respective creators.
You may upload this file somewhere else as long as this file stays included as it is.
You may base projects on this resources and setting.

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A reinterpretation or remake of Doom's original E2M3, heavily inspired by KDiZD (Knee-Deep in ZDoom) and the vision for TSoZD (The Shores of ZDoom) with a little personal taste. The whole map has been enlarged, restructured, new areas have been added, old ones enhanced and the whole thing has been turned into something more atmospheric and creepy. Expect something totally different in a place that you already know to a very good extend from the original Classic Doom.

On top of these improvements, the map has three phases, which can be played in a sequence - just continue playing after beating one phase and you will get to the next.

  • Phase 1 has less monsters but also less equipment, so play it carefully and try to discover the map.
  • Phase 2 is arcade-action oriented with lots of gunfodder, it comes close to the casual Doom experience.
  • Phase 3 is totally different from the other two phases. The map route has been completely revamped, the structures are changing organically (literally) and a time-limit mechanic has been added as well.

What can you expect in "The Refinery - Trinity"?

  • New monsters
  • New weapons
  • New special effects
  • Upgraded visuals
  • Lots of detailed architecture
  • Thrilling and surprising gameplay types
  • Widescreen support
  • Next-gen graphics
  • Hi-Res soundtrack
  • Alternate deaths for classic actors
  • Improved sound effects
  • Dynamic lighting & brightmaps
  • Custom statusbar
  • Ending sequence and credits roll

...and so much more! Try it, it might be entertaining, 3 times.

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The Refinery v2.0

The Refinery v2.0

Full Version

A reinterpretation or remake of Doom's original E2M3, heavily inspired by KDiZD. The whole map has been enlarged, restructured, new areas have been added...

Post comment Comments
Tormentor667 Creator
Tormentor667 - - 258 comments

Strange. Is it still playable?

Reply Good karma+1 vote
SupremeOasis
SupremeOasis - - 31 comments

First map that I play in 2023, I like a lot the atmosphere and enhancements. But in vanilla (GZDoom 4.10) I can't open the door to go back in first room (Phase 1). No issue with Beautiful Doom loaded.

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Destell
Destell - - 1 comments

Is it compatible with Project Brutality or Brutal Doom? It seems broken when I start the map with Project Brutality

Reply Good karma Bad karma+1 vote
Tormentor667 Creator
Tormentor667 - - 258 comments

Not supported on the fly

Reply Good karma+1 vote
Hicks233
Hicks233 - - 120 comments

Really nicely made. Still only on the first map, but the presentation just calls out quality.

Reply Good karma Bad karma+1 vote
Tormentor667 Creator
Tormentor667 - - 258 comments

Thanks for the feedback so far, I can't wait to hear more about your thoughts!

Reply Good karma+1 vote
Hicks233
Hicks233 - - 120 comments

Only thing that I can grumble about is needing to shoot the switch towards the end of the first map to progress. The bulk of the interactions were based on observation of the environment, enabling, or disabling things. The shootable switch high up was an oddity by comparison.

Absolutely beautiful mapping. The different themes of lighting combined with the texture choices to make each area distinct, but combine together. As areas would overlap and interconnect it made the locations feel much more real and believable. Luring enemies into hazards to save ammunition was a really nice inclusion as well. It has that feel of what Doom 3 could have been if it had leant more towards the survival side of things.

Reply Good karma Bad karma+3 votes
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