Completed E1M1

Published December 16, 2020
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I completed the creation of my E1M1 clone and I wanted to post a tour of it before and after lighting has been baked. My engine does have a fancy sector-based lighting system that bakes realistically, but I haven't connected it to the GUI yet, so everything here is at full bright. I wanted to make sure that every room in my game has something that the DOOM engine couldn't do. My next step is to attach the light baker, then make the doors actually go up and down. I need the light system working before that happens since they will work together. When you open a door, light will bleed between the rooms. Enjoy the tour of my test map! ?

Starting in the iconic first room. You can see the brightness fade away with the distance of the opposite tunnel. The glass windows are doing all sorts of stuff. In the far window, you can see a strong reflection of the column to the right of it, as it's past the critical angle of refraction. There is an eerie green glow out the window.
Looking out the cracked window, the broken glass internally refractions and you can also see the yellow line around the floor reflecting off of it. Notice that outside, things don't get darker with distance.
Turning around towards the shotgun room, you can see the barrel creating a volumetric glow, and something else glowing in the darkness.
In my interpretation of this room, it's underground, and instead of windows up there where the armor would be, there is a shaft leading to the surface, which has a bright volumetric glow. This is all achieved by the swappable fogs. These sectors have fogs that increase brightness rather than decreasing it. Everything else in the room has it's fog turned way up, making the air feel thick. It's actually got a refraction index slightly higher than the rest of the map too and there is a slight warping effect when looking in.
The stairs leading to the armor are floating. The DOOM engine doesn't allow for floors above other floors. Yes, you can walk under it and up it. I actually can't wait to bake the lights for this dark room.
Down the hall, in the computer room, I decided that the walls would look nice in a polished marble look. Everything reflects around nicely. The computer screens are way too bright, but I think that's a fault of the default lighting. I changed how it works since I wrote the lighting engine, so the shader is double brightening it. That's not a rendering issue but an initialization one.

Going towards the next room, there is a creepy green glow coming from it. This is entirely without any lighting, purely a fog effect. The next room is full of glowing green fog and there is dark green fog leading too and from it.
The toxic sludge room is full of glowing green slime, which in turn, makes the fog glow.
Behind the fake wall in the slime room, this hallway full of shotguns has been bathed in a deep, Hellish red.
Outside, you can see the red hallway leading here and a glitched skybox reflecting off of the window to the sludge room. The sludge in this area is also giving off a glowing fog, and you can see that parts of the wall behind are greener than others depending on how much fog it's gone through. The marble wall is also reflecting the building behind the camera
My interpretation of the last room has purple glass bars along the sides of the entrance. I put an open flame at the end of them to act as a light source, as well as the glowing exit sign. The glass reflects and refracts and looks great, I think I'll use glass as keycard color marker in my game.
I know the purple looks out of place now, but I think it'll scatter the light around the room and make the whole thing purple during bake, and purple and green always look pretty next to each other, and since the last room is green, it'll be pleasant. Looking back into the sludge room, you can see the palette I'm talking about.
The final room is bare bones and just holds a sunken switch
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