I'm pretty sure Romero did indeed put a lot of care and thought into e1m1's design. :)


Another nice design aspect important to the level is the way the C-shaped layout allows the center courtyard to connect the three main rooms together and using an outdoors scene to imply a believable building structure in a way that's visible to the player within their first seconds of starting the game, making for an impressive demo of the then-new game world. (And, of course, giving a real treat when the player can actually get out there themselves!)


Based on the "tour of id software" video that shows him playing through some of the game a couple months before the game was released, he was still experimenting with this map and trying all sorts of different possibilities even pretty late in the game's development. The computer room, for instance, didn't exist at all yet!


The later maps in e1 are frequently somewhat simpler in their visual design, featuring areas that are relatively or completely plain to look at, but just serving a purpose to the layout and gameplay, but each and every area of e1m1 (of which there are carefully few) was built with defining elements to make it immediately recognizable and distinct from the rest.

Based on the "tour of id software" video that shows him playing through some of the game a couple months before the game was released, he was still experimenting with this map and trying all sorts of different possibilities even pretty late in the game's development. The computer room, for instance, didn't exist at all yet!


The later maps in e1 are frequently somewhat simpler in their visual design, featuring areas that are relatively or completely plain to look at, but just serving a purpose to the layout and gameplay, but each and every area of e1m1 (of which there are carefully few) was built with defining elements to make it immediately recognizable and distinct from the rest.


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Nice detailed thoughts on the design decisions behind those early Doom levels. I've always thought it was no accident that so many of the technical features making their debut in the Doom engine are immediately apparent in that first area. 


I think id, having been one of the few companies to make a success out of shareware distribution, had a very strong sense of how to sell their stuff to the public. To amaze them, basically. Take Wolfenstein 3D. The opening shot of that is just you in an empty cell, blue walls around you, facing a doorway. It couldn't be blander. And yet at the time the only first person perspective games people had ever played were dungeon crawls like Eye of the Beholder, where you jump forward in block sized increments, and flick ninety degrees when you turn. The opening shot looks just like one of those games, maybe even a little blander. So when the player hits forward they could be forgiven for thinking this game's going to behave the same way. Instead, the screen updated continuously, smoothly, in real time. The game lulled you into thinking it was nothing special, then stuns you with how much better it really is. That's the jaw-dropping moment from Wolfenstein 3D that made id famous developers - the moment when people first saw how the game moved.


18 months later when Doom's released, everyone's used to first person texture mapped graphics now, they're not a selling point anymore. Instead Doom sells itself on its feature list, how much more advanced it is over Wolfenstein 3D. So from player 1's position in e1m1, you can see:

- texture mapped floors and ceiling

- variable height sectors

- non-orthogonal walls and corners

- windows on an outdoor environment

- variable light levels and light diminishing

Without even touching a key the player can tell this is going to be an extremely interesting environment to explore.


Cheers elder guru :D the last modded e1m1 I played was shareware simpsons Doom in the 90's too. I'll keep the file for future multi-asset use, given the amount of modding to get an expanded e1m1 into Doom 2 it's best if I move on to other projects :)

Huh, odd. Its in russian and i couldnt browse any content. Highly doubt any files have been taken, and remaking doom levels is hardly an original idea that needs to be credited to anyone but ID. Ive thought about remaking doom levels for 10 years or more in various engines. Should i credit these people too if i ever decide to do it?.. Maybe you should just comment on the guys hard work rather then suggest hes stealing someone elses work or idea? ( as if this idea could be stolen)

I don't think there is necessarily any connection between any of these songs, except that they are metal (ish). I wouldn't be surprised if one was derived/inspired by another, but unless the author explicitly says so, I would assume no such connection. The only exception would be in the case of doom midi's that were obviously taken from other musicians (as a good percentage of them are), but I really think all these vague "resemblances" are most likely coincidential rather than deliberate.


On a less relevant note, I once worked (on a constructions job) with the current drummer from Overkill - not that they currently have much significance in the metal scene.

Also, purchasing the game isn't very much. You can get it from Steam and many other places. Just do a search for "ultimate doom for sale" (without the quotes) and you should get many options in your country for a 3-4 dollars/pounds or whatever.

I first "played" doom with a friend (looking over their shoulder and sometimes taking the controls), and when he loaned me his shareware disks I brought it home. Playing by myself I was so disoriented by the first person perspective that I couldn't find the way out of the first room. I could go up the stairs and see out the window, but I didn't know how where the door was.

At Doom's Gate was one of the first heavy metal tracks that Bobby Prince composed for Doom, and it is also the first level music you'll hear since the song is played in E1M1: Hangar. The title is a play on words, meaning that you are at the gates of the concept of doom, while also at the gates of the game itself. The song starts a trend with the game using a heavy metal genre. The song consists mostly of electric guitars and drums. Like much of Doom's music, fans have compared this track to other heavy metal tunes Prince may have used for inspiration including the work of Metallica's Master of Puppets and No Remorse, King Diamond's The Family Ghost, and D.R.I.'s Hooked (Slayer's Behind the Crooked Cross is very similar to Hooked). 17dc91bb1f

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