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Replaces E1M1 in Doom/Ultimate Doom. I made it in the Boom format and tested it with PrBoomPlus, GZDoom and Zandorum. It has co-op but no deathmatch support.
I got GZDoom Builder and started using it wednesday last week. And apart from a simple marble room I created just to get my bearings, this is in fact my very first map and I have just been learning everything as I went along, and only checked a video tutorial for the most rudimentary basics of the editor.
Started around last friday with just the vague idea of making something E1-ish, so it took a little less than a week to create. Halfway through I started rewatching the Devs Play videos with Romero commentating through Episode 1, so I could try and apply some of the same design principles to my level. Actually ended up stripping down some of the finer details in order to preserve more of a vanilla feel. Many of the rooms used to be more distinct in their texture sets as well, which I also ended up largely homogenizing to give it more of a thematic consistency, after examining the texture distribution across the original E1 levels. I wanted to avoid the "everything and the kitchen sink" feel.
The level design throughout the map is mostly just me trying to copy some of the memorable beats from the original levels, as a means to familiarize myself with the editor and workflow. The map ended up way bigger than any of the original E1 levels, but it's still pretty linear and a seasoned player can probably beat it within 4-5 minutes. I kept myself strictly to human and imp enemies as is the case with the first few original maps. I thought about finally adding in pinky, but that was very late into the level design and I would probably have needed to heavily redesign some areas to better accomodate them. Chaingun and rocket launcher are available as secrets.

