Chex Quest E1M1 (Landing Zone) converted to Doom Deathmatch WAD [2010]
This is a little thing I made that dates back to June 8th, 2009. It's a conversion of Chex Quest's first map to The Ultimate Doom.
I was playing Chex Quest's maps with Skulltag bots when I was surprised to discover that the first map of CQ1 actually played well. So, I ported it to Doom II and gave it a complete texture overhaul that took 2 to 3 hours. I went back in May 2010, converted it again to Ultimate Doom (because I only owned Doom II in 2009), and tweaked the map to make it more suitable for Deathmatch. There's more weapons, less shit to block players, color-coded landing zones, and some map additions to make Deathmatch more fluid. Once I found out that it was forbidden to upload modified IWAD maps to Doomworld, though, I gave up.
Playing it nearly a decade later, I can see all the flaws as clear as day. The combat is too chaingun-focused and the only reliable source of health is the hidden Berserk pack. This is because I tried to stay as true to CQ's item placement as possible which meant swapping a Medikit in the upper LZ for another Chaingun. This map was also intended for the Vanilla ruleset, so the lightposts end up blocking the RL and PR with Zandorum's default compatibility settings. Had I made this today, I would've definitely kept it Doom II, added health, and rearranged the weapons with an SSG added too.
Shout out to the Digital Cafe level designer whose work I desecrated back in the day without thinking about copyright laws.
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#mod