[Doom] SUBWAY.WAD - E2M1 UV Maxdemo





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Published on May 29, 2012

Pwad: Subway.wad
Author: Neal Ziring
Date: 24th July 1994
Map: e2m1
Category: Maxdemo
Executable: Doom.exe
Time: 7:34

First of all, sorry about the music, I could have changed it but it's so hilariously inappropriate I had to keep it. According to the textfile it's a jazz song called "Take The A-Train" which the author got off some FTP site. At least now we know why Romero and Prince never went with free jazz as the Doom soundtrack.

As the literal filename makes very clear, this is a level based on a subway layout. I played another one of these a few months back - the "The U(AC)-Bahn" level from the Sacrifice episode (video here: http://www.youtube.com/watch?v=iLibHm...). And it's interesting to compare approaches. Both are huge levels, simulating the distance between subway stations by literally inserting lots of distance between the subway stations. But Sacrifice ends up winning out because its layout is essentially one way only, whereas Subway forces you to keep running back and forth across these vast expanses, which makes the level a lot more tedious than it should be.

On the other hand, Sacrifice had no new textures, limiting the designers to whatever Doom offered in laying out their subway. Hence it all looked a bit monochrome and dull. Whereas Neal's gone to town on the custom texturing - signs, graffiti, etc. Even the sky texture at the start is a custom texture (that thing in the corner that looks like a rotten banana is supposed to be a moon, I think). The lighting is much more atmospheric - the long tracks between stations are dark, just as they should be. And whereas Sacrifice was basically just the station, the line, a train and that was it, this level branches off into other interesting areas once you reach the various stations, eventually building to a boss battle in an enormous open arena. You're never lacking for variety. Finally, the gameplay's just more interesting. Every possible weapon, and you've got a use for each one.

Though it's a large level the layout is not particularly complex, and once I found all the keys and what they were for managed to come up with this route. The yellow key isn't essential - you'll notice a locked yellow key door at 5:05 or so, and while it has a supercharge behind it the area isn't marked as secret. But I do need it a little later on to get 100% kills. Also that final Spider Mastermind area is a bit of a letdown, I get that he wanted to do something like the end of e3m8 but the arena is just too empty. The final trooper is ridiculous. And those tiny steps to the last switch are cool looking but what's the whole thing for? Should have been more epic.

Download from /idgames here: http://www.doomworld.com/idgames/inde...
Video captured using prboom-plus


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