Suddenly, the lights in your room starting flashing. You were sitting down, in your home, just recovering from the battle you had with the Spider Mastermind at the end of Doom I. The description from the textfile is rather entertaining too: Notice the tagline, which I placed just in case someone particularly stupid had got particularly confused about exactly what they playing. …which had been put together using only the finest fonts and colour choices. It all started with a custom title screen: Then came internet access, less focus on school, more focus on Doom, and the result was a single-player Doom 1 map, containing a mismash of themes and ideas stolen from the other Doom-era games and maps I had been playing. I made a good few ‘beginner’ maps, which I thought were fantastic, and promptly uploaded them to some BBS. It was so fun being able to change the games so easily, setting up traps and even altering the existing maps to make them more (read: less) fun. I had been editing Wolfenstein 3D and Doom maps for a couple years now, which were huge learning experiences, basically trying to create my own thing. Most of my days away from school were spent on my Dad’s laptop, hacking away at Doom maps using DCK, the map editor by Ben Morris, who created Worldcraft, which Valve bought, and then became Hammer. More elevators, but without hidden messages.In the interest of history, I felt it would be appropriate to post up a few shots of the first ever map I released onto the internet. Version 2.0.1 adds a hidden message confirming there's a sequel to this game in the works. Game6_Secret1 v1.0īack to the elevator template again. Probably an even older template that they forgot to replace on this map. Game5_Secret4įilled in entirely with wall ID #55. Probably used as a template for the 1st, 2nd, and 5th episodes, as the elevator is in the same position. Game3_Secret1-4, Game4_Secret1-4, and Game5_Secret1-3Īn elevator surrounded by NPC blocking walls. Game2_Secret4Ī slightly modified version of the last map. The pointers for the barriers in the lower right-hand corner are correct, but the switches don't work. Game2_Secret3Īppears to be a test for barriers and barrier switches. Version 2.0.1 adds a hidden message thanking the player for registering the game. It's hard to tell what was being tested here. All but the last 2 Bio-tech warning objects are placed on the left-hand side of the map. Game2_Secret2 v1.0įull of electric arc barriers and decorative pillars. The large number of Sector Patrol actors cause sprite visibility problems and ghost actors. Game2_Secret1Īppears to be a test map for actor and sprite limitations. Being blocked from moving probably interferes with the intended behavior of running away and looking for ammo to collect. Interestingly, they never stop shooting on this map, despite being programmed to have limited ammunition. STAR Sentinels are used as the guinea pigs on this floor. The corpse is an amalgamation of two different Wolfenstein 3D sprites, with sprite #9 in front of sprite #38:Īppears to be a test map for the deaf actor (#106) and NPC blocking (#108) wall IDs. Was probably made to test custom object sprites as the objects here have similar appearances to Wolfenstein 3D objects with identical IDs, both for map objects and sprites. Game1_Secret3Īnother map with wall #55, this time with a puddle, drum, and corpse. Appears to be a test map for runtime enumeration of the Projection Generators. Version 2.0 has a completely different map with some otherwise unused light fixture objects. The absence of accompanying texture objects indicate the map was made before texture mapping was implemented in the game. The two objects in the upper left-hand corner give the map a blue ceiling unique to the episode. Game1_Secret2 v1.0Ī simple test map showing off a roster of enemy characters. It's a remnant of a "space flight scenario" from very early in development, which you can read about in the pre-release page. The map name "Game1_Space" is the only map with a unique name. Version 2.0.1 adds a hidden message which reveals the debug mode parameter. All object IDs are identical to equivalent objects in Wolfenstein 3D. This is probably the first custom asset made for the game, although the textures have probably changed. The single wall ID used in the map is #55, which is also the second unused ID in Wolfenstein 3D. Operating a pushwall without adjacent walls crashes the game with a unit $83:09 error. 12 Game3_Secret1-4, Game4_Secret1-4, Game5_Secret1-3, Game6_Secret2-4Īppears to be a test map for new pushwall behavior: pushwalls need two adjacent walls on opposite sides to operate.
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