Straight from the Romero - A NEW map
replacement for E1M4. No review necessary - just enjoy!
Advanced engine needed : Limit-removing source ports
Primary purpose : Single Player, Co-op, Deathmatch
Title : Phobos Mission Control
Filename : e1m4b.wad
Release date : April 26, 2016
Authors : John Romero
Email Address : firstname.lastname@example.org
Others Files By Author : doom1.wad, doom.wad, doom2.wad
Misc. Author Info : This is a warm-up for my new classic FPS.
Additional Credits to : John C., Adrian C., Tom H., Kevin C., Sandy
P., Dave T.
Pascal "CodeImp" vd Heiden for Doom Builder
The Doomworld Community
Linguica, Matthias Worch and Ian Dunbar for Testing expertise
General Description : Tom Hall originally created the framework for
It makes sense that if I was creating an entire E1 of
just my work, this would be the level I would remake.
To Run This WAD : The easiest way is to download ZDOOM from
ZDOOM.ORG. You can
drag the WAD file onto the EXE (or APP), then warp to the
level by typing IDCLEV14 when you're in the game.
With the Toxin Refinery in the rear-view, you make your way to
Phobos Mission Control
where the computers crunching the data from the Phobos Anomaly are
located. You need
to use them to gain access to the Phobos Lab, but remember hearing
that the computers
were tied into all areas of the installation and that you never knew
when the environment
around you would change. You need to keep your eyes alert to all
movement - this
place is not what it seems...
* What is included *
New levels : 1
Sounds : No
Music : No
Graphics : No
Dehacked/BEX Patch : No
Demos : No
Other : No
Other files required : Doom1.wad or Doom.wad
* Play Information *
Game : Doom 1
Map # : E1M4
Single Player : Designed for
Cooperative 2-4 Player : Designed for
Deathmatch 2-4 Player : Designed for
Other game styles : No
Difficulty Settings : Yes
* Construction *
Base : New from scratch
Build Time : 2 weeks in my spare time
Editor(s) used : DooM Builder 2, GZDoom Builder
May Not Run With : Doom2.exe
Tested With : ZDoom 2.7.1, PrBoom, Doomsday, Crispy Doom
Known bugs : No
* Copyright / Permissions *
Authors may NOT use the contents of this file as a base for
modification or reuse. Permissions have been obtained from original
authors for any of their resources modified or included in this
You MAY distribute this file, provided you include this text file,
no modifications. You may distribute this file in any electronic
format (BBS, Diskette, CD, etc) as long as you include this file
So, I asked Eric to do a review of John Romero's new
map - E1M4B. Personally, I haven't had a chance to check it
out yet but I'm hoping to soon. In the meantime, here are Eric's
thoughts on the map. Enjoy!
Look both ways
before crossing the corridor!
is a very traditional Ultimate Doom map with no new music or
sprites; just good old fashioned Dooming in its simplest form. It
works well, too! John hasnít lost his chops at all; he can still
deliver a fun, well planned out map that can put even the best
Doomer 6 feet under. This map is an ambush map; meaning that you had
better keep those guns moving if you donít want to get flanked!
design works nicely in that regard; no keys needed here, just a few
switches that open up new areas, which also cause ambush traps to
trigger. I spent time back-tracking to figure out the next course.
Romero places cues on the ground in the forms of shadowy numbers.
The zone number matches the switch. So, that being said, I had a
ball running and gunning, getting clipped here and there. There are
plenty of supplies and secret power-ups to help you survive, as well
as lots of cool architecture that hides tantalizing secrets. So
close this review, download the shit, have at!
So, no, this isn't a traditional
"review". Just a quick overview if you will. I mean, really, I don't
know ANYONE who is qualified to actually put a point scale on
anything that John Romero does in Doom so you know, enjoy the map.
Now you have a basic idea of what to expect and a bunch of screenies
to guide you. Got get em!
Click on the pic for full screen