I wanted to show you all my new project, so I can gather hints and tips and just general thoughts
Just a back story on what the map is and about.
My original Idea was, I was bored, playing Doom.. and thought.. Lets jump back on source and try and recreate my favorite map E1M1 (Doom1) I know its probably been done several times. But, just for general interest, never really going to show anyone.
So I finished the map in dev textures, and let the bots have at it, to see how the flow of the map went. It went surprisingly well.. if you wanted it to last a match to last 20 seconds. But the map was extremely linear and bots were simply sniping each other from one side of the map to the other. So instead of making a death match map. I thought, lets add some elements to the map, that would make it closer to a real life complex/building. I added an underground tunnel network, which gave CT's access to all four corners of the map. Allowing the element of surprise for both teams.
Although this was fun, I decided.. The map was still too short and i'm not making an Aim Map or the like.
I decided to construct MAP01 (From Doom2), And some how connect the two maps together into one massive map. Good thing is the original maps weren't too big allowing, the overall product to be roughly the size of De_dust. Which was great. I developed many Ideas on how Im going to go by this and simply came to the conclusion of Map01, being an entry point, or front reception for the rest of the base, were the Terrorists enter. And the CT's hearing a distress call break in through the underground network allowing them to set up base, while waiting for the terrorists to enter it.
Anyway! enough of the speech heres some very early screenshots I hope you guys like it

This is an Early Comparison of the original and current

Light map fun

Another early build comparison

MAP01 of Doom2, Terrorist entry (1 of the entries)

The Front carpart of MAP01 (Doom2) - To the left is the entry of Map01 and to the
right is the room with the original map exit of Map01.


