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Unfamiliar: Classic Edition

Unfamiliar was a Doom mod project spanning from July 2016 to April 2022. Its goal was to remake the levels of the original 1993 release of Doom at a much higher fidelity, and it eventually spiraled out into much more. I've talked about the modern incarnation (Ultimate Edition) on its page here: https://www.artstation.com/artwork/14deX8 if you'd like to get up to speed on what the final product is like and its history.

Classic Edition is a build of Unfamiliar from 2018. It contains early versions of Episode 1, 2 and one level from Episode 3. It uses no custom assets except the title screen artwork, adheres more to id Software's original release stylistically and features no extra bells and whistles that GZDoom came to provide later on. For Christmas in 2022 I refurbished and released this build to act as a companion piece to Ultimate Edition and tie a bow on my time making mods for classic Doom.

The original opening location. Believe it or not, those blocks are meant to be spacecraft. (Map: E1M1)

The original opening location. Believe it or not, those blocks are meant to be spacecraft. (Map: E1M1)

The iconic E1M1 starting room. (Map: E1M1)

The iconic E1M1 starting room. (Map: E1M1)

As you can see, the older versions of Unfamiliar were more claustrophobic and primitive. (Map: E1M1)

As you can see, the older versions of Unfamiliar were more claustrophobic and primitive. (Map: E1M1)

A nasty surprise is waiting in the yard. (Map: E1M1)

A nasty surprise is waiting in the yard. (Map: E1M1)

The entrance to the Chemical Plant. (Map: E1M2)

The entrance to the Chemical Plant. (Map: E1M2)

Some areas didn't require much change in later revisions, and were almost perfect on the first try. (Map: E1M2)

Some areas didn't require much change in later revisions, and were almost perfect on the first try. (Map: E1M2)

Locations with nukage pools lack the visual punch of green lighting that arrived later. (Map: E1M2)

Locations with nukage pools lack the visual punch of green lighting that arrived later. (Map: E1M2)

This was the original ending sequence of the level, with the large freight yard added much later. (Map: E1M2)

This was the original ending sequence of the level, with the large freight yard added much later. (Map: E1M2)

Some areas were cut entirely for lacking any distinctive identity or purpose. (Map: E1M3)

Some areas were cut entirely for lacking any distinctive identity or purpose. (Map: E1M3)

The tight corridors of this era gave way to a lot of intense close-quarters combat. (Map: E1M3)

The tight corridors of this era gave way to a lot of intense close-quarters combat. (Map: E1M3)

Another cut location. (Map: E1M3)

Another cut location. (Map: E1M3)

The original opening yard of the industrial area. (Map: E1M4)

The original opening yard of the industrial area. (Map: E1M4)

The proportions and scale of id's original levels are much more noticeable in this incarnation of the mod. (Map: E1M4)

The proportions and scale of id's original levels are much more noticeable in this incarnation of the mod. (Map: E1M4)

Several connected yards here were later unified to allow for a large battle. (Map: E1M4)

Several connected yards here were later unified to allow for a large battle. (Map: E1M4)

The lack of coloured lighting again deprives this scene of visual flair. (Map: E1M4)

The lack of coloured lighting again deprives this scene of visual flair. (Map: E1M4)

A cut interior. (Map: E1M4)

A cut interior. (Map: E1M4)

The ending sequence in this exterior canal area required little touching-up in the years to come. (Map: E1M4)

The ending sequence in this exterior canal area required little touching-up in the years to come. (Map: E1M4)

The original opening to the first of two laboratory levels. Though flatter in lighting, the corpses still show the push towards horror aesthetics in this level. (Map: E1M5)

The original opening to the first of two laboratory levels. Though flatter in lighting, the corpses still show the push towards horror aesthetics in this level. (Map: E1M5)

The original nukage-filled hub, again lacking the punchiness of the later coloured lighting effects. (Map: E1M5)

The original nukage-filled hub, again lacking the punchiness of the later coloured lighting effects. (Map: E1M5)

This nondescript warehouse area was later replaced with a lab holding Revenants in containment. (Map: E1M5)

This nondescript warehouse area was later replaced with a lab holding Revenants in containment. (Map: E1M5)

As in id's original level, this corridor sequence is prime time to use the Chaingun. (Map: E1M5)

As in id's original level, this corridor sequence is prime time to use the Chaingun. (Map: E1M5)

The opportunity to let rip with the Rocket Launcher here was a very early idea. (Map: E1M6)

The opportunity to let rip with the Rocket Launcher here was a very early idea. (Map: E1M6)

Extra yards with canals pepper the old levels in Classic Edition. Most were merged together or cut for pacing reasons. (Map: E1M6)

Extra yards with canals pepper the old levels in Classic Edition. Most were merged together or cut for pacing reasons. (Map: E1M6)

In some regards it is more interesting to see what hasn't changed, or what didn't need too much further work. (Map: E1M6)

In some regards it is more interesting to see what hasn't changed, or what didn't need too much further work. (Map: E1M6)

Another cut yard. (Map: E1M6)

Another cut yard. (Map: E1M6)

Detours like this were in retrospect unnecessary padding, but later revisions to the levels justified them when changes to the overall pacing were beginning to occur elsewhere. (Map: E1M6)

Detours like this were in retrospect unnecessary padding, but later revisions to the levels justified them when changes to the overall pacing were beginning to occur elsewhere. (Map: E1M6)

A rare occurrence of a crate barricade to spice up an otherwise bog-standard storage yard. (Map: E1M6)

A rare occurrence of a crate barricade to spice up an otherwise bog-standard storage yard. (Map: E1M6)

Continuity in level transitions was a key part of Unfamiliar's design right from the start - in this case E1M6 and E1M7 were connected by a railway. (Map: E1M7)

Continuity in level transitions was a key part of Unfamiliar's design right from the start - in this case E1M6 and E1M7 were connected by a railway. (Map: E1M7)

The original opening location of E1M7, later cut when the level transition changed. (Map: E1M7)

The original opening location of E1M7, later cut when the level transition changed. (Map: E1M7)

Another relatively untouched exterior. (Map: E1M7)

Another relatively untouched exterior. (Map: E1M7)

Much like in id's original, there was a large nukage canal present that flowed between several locations. (Map: E1M7)

Much like in id's original, there was a large nukage canal present that flowed between several locations. (Map: E1M7)

The giant computer core only required minor redesigning in later iterations. (Map: E1M7)

The giant computer core only required minor redesigning in later iterations. (Map: E1M7)

This canal area was cut when the level received a large-scale re-organisation. (Map: E1M7)

This canal area was cut when the level received a large-scale re-organisation. (Map: E1M7)

The initial ending for this level involved leaving all the infrastructure behind and venturing into the wild. (Map: E1M7)

The initial ending for this level involved leaving all the infrastructure behind and venturing into the wild. (Map: E1M7)

Storming a fortified position uphill was always on the cards for E1M8's opening. (Map: E1M8)

Storming a fortified position uphill was always on the cards for E1M8's opening. (Map: E1M8)

This sequence of yards was supplanted by a treacherous bridge across lava in later revisions. (Map: E1M8)

This sequence of yards was supplanted by a treacherous bridge across lava in later revisions. (Map: E1M8)

This strange area's major change later was replacing the nukage with lava. (Map: E1M8)

This strange area's major change later was replacing the nukage with lava. (Map: E1M8)

This room was later scaled up slightly to allow for a battle with Revenants. (Map: E1M8)

This room was later scaled up slightly to allow for a battle with Revenants. (Map: E1M8)

The original Bruiser Brothers room. Brutally constrictive and later replaced with an entirely new sequence. (Map: E1M8)

The original Bruiser Brothers room. Brutally constrictive and later replaced with an entirely new sequence. (Map: E1M8)

The original Phobos-Deimos portal. (Map: E1M8)

The original Phobos-Deimos portal. (Map: E1M8)

Even in the early days, Episode 2 was all about darkness and horror imagery. (Map: E2M1)

Even in the early days, Episode 2 was all about darkness and horror imagery. (Map: E2M1)

As id's original level was full of disconnected rooms, I chose to unify them by putting them in a canyon very early on. The terrain was simplified in future revisions. (Map: E2M1)

As id's original level was full of disconnected rooms, I chose to unify them by putting them in a canyon very early on. The terrain was simplified in future revisions. (Map: E2M1)

Lost Souls were an annoying monster to fight but did have benefits in terms of dramatic lighting. (Map: E2M1)

Lost Souls were an annoying monster to fight but did have benefits in terms of dramatic lighting. (Map: E2M1)

Classic Doom's limited texture set meant a heavy use of the same grimy metal textures for this episode. (Map: E2M2)

Classic Doom's limited texture set meant a heavy use of the same grimy metal textures for this episode. (Map: E2M2)

The original opening to the large warehouse complex. (Map: E2M2)

The original opening to the large warehouse complex. (Map: E2M2)

Two Cacodemons relaxing in a room full of curved floor patterns that were very troublesome to get right. (Map: E2M2)

Two Cacodemons relaxing in a room full of curved floor patterns that were very troublesome to get right. (Map: E2M2)

Using volcanic cracks in the ground to light the warehouse was an obvious choice. (Map: E2M2)

Using volcanic cracks in the ground to light the warehouse was an obvious choice. (Map: E2M2)

The chained explosive barrel sequence was an early idea. (Map: E2M2)

The chained explosive barrel sequence was an early idea. (Map: E2M2)

Initally this cave sequence was going to overlook the exterior in E2M3, but the whole thing was dropped. (Map: E2M2)

Initally this cave sequence was going to overlook the exterior in E2M3, but the whole thing was dropped. (Map: E2M2)

One of the better-aged corridor designs. (Map: E2M2)

One of the better-aged corridor designs. (Map: E2M2)

This exterior was expanded upon to include an altar for sacrifices and a sniper nest for the player to take potshots from above. (Map: E2M2)

This exterior was expanded upon to include an altar for sacrifices and a sniper nest for the player to take potshots from above. (Map: E2M2)

Even with heavily limited lighting effects, the classic maps are still rich with atmosphere. (Map: E2M3)

Even with heavily limited lighting effects, the classic maps are still rich with atmosphere. (Map: E2M3)

A pumping station in a large canyon exterior. (Map: E2M3)

A pumping station in a large canyon exterior. (Map: E2M3)

The canyon in full. Not fun to make. (Map: E2M3)

The canyon in full. Not fun to make. (Map: E2M3)

To add more depth to the demonic invasion, I added rooms for sacrifices and torture that the demons would use in their downtime. (Map: E2M3)

To add more depth to the demonic invasion, I added rooms for sacrifices and torture that the demons would use in their downtime. (Map: E2M3)

The Deimos lab featured volcanic caverns in earlier drafts, which were later all cut when the level's scope was reduced. (Map: E2M4)

The Deimos lab featured volcanic caverns in earlier drafts, which were later all cut when the level's scope was reduced. (Map: E2M4)

There were many attempts to find a home for this canal, until it was finally cut for good. (Map: E2M4)

There were many attempts to find a home for this canal, until it was finally cut for good. (Map: E2M4)

The basic design for this teleport device was left unchanged over the years. (Map: E2M4)

The basic design for this teleport device was left unchanged over the years. (Map: E2M4)

More caverns, intended to contrast against the high-tech lab environments. (Map: E2M4)

More caverns, intended to contrast against the high-tech lab environments. (Map: E2M4)

The crusher room. id's original looked quite preposterous, so I had to reign it in a lot. (Map: E2M4)

The crusher room. id's original looked quite preposterous, so I had to reign it in a lot. (Map: E2M4)

The ending room still shows a lot of DNA from id's original. (Map: E2M4)

The ending room still shows a lot of DNA from id's original. (Map: E2M4)

id's original E2M5 is one of my least favorite Doom levels, so re-imagining it for Unfamiliar was a challenge both welcome and troublesome. (Map: E2M5)

id's original E2M5 is one of my least favorite Doom levels, so re-imagining it for Unfamiliar was a challenge both welcome and troublesome. (Map: E2M5)

This curved staircase and the vista beyond were cut for being unwieldy. (Map: E2M5)

This curved staircase and the vista beyond were cut for being unwieldy. (Map: E2M5)

In later iterations, this nukage was replaced with blue lava which provided better visiblity. (Map: E2M5)

In later iterations, this nukage was replaced with blue lava which provided better visiblity. (Map: E2M5)

This storage area was later expanded to allow for an Arachnotron battle. (Map: E2M5)

This storage area was later expanded to allow for an Arachnotron battle. (Map: E2M5)

Given the lack of space in this room, I played a cruel trick for pistol start players in later revisions of the map that involved a Rocket Launcher. (Map: E2M6)

Given the lack of space in this room, I played a cruel trick for pistol start players in later revisions of the map that involved a Rocket Launcher. (Map: E2M6)

The top of this cave was later removed and replaced with an open sky. (Map: E2M5)

The top of this cave was later removed and replaced with an open sky. (Map: E2M5)

Big swathes of this level were either cut or rearranged in the years to come. (Map: E2M6)

Big swathes of this level were either cut or rearranged in the years to come. (Map: E2M6)

The demons hold a meeting about quarterly rates in a conference room. (Map: E2M6)

The demons hold a meeting about quarterly rates in a conference room. (Map: E2M6)

This cave sequence was expanded and filled with sewage in later revisions to allow for easier movement of both players and monsters alike. (Map: E2M6)

This cave sequence was expanded and filled with sewage in later revisions to allow for easier movement of both players and monsters alike. (Map: E2M6)

This room is obviously a trap, but what kind of monsters spilled out of the walls was always changing. (Map: E2M6)

This room is obviously a trap, but what kind of monsters spilled out of the walls was always changing. (Map: E2M6)

The long corridor fight at the end felt like a natural choice given the player has plenty of Rocket and Plasma ammo by now. (Map: E2M6)

The long corridor fight at the end felt like a natural choice given the player has plenty of Rocket and Plasma ammo by now. (Map: E2M6)

The penultimate level of Episode 2 went through very dramatic changes over the years. This iteration is much closer to id's original layout. (Map: E2M7)

The penultimate level of Episode 2 went through very dramatic changes over the years. This iteration is much closer to id's original layout. (Map: E2M7)

In id's original level, this is where you got the Berserk + Invulnerability combo. (Map: E2M7)

In id's original level, this is where you got the Berserk + Invulnerability combo. (Map: E2M7)

id's original version of this level had corpses hanging from thin air. That had to change. (Map: E2M7)

id's original version of this level had corpses hanging from thin air. That had to change. (Map: E2M7)

As the player progressed further through the episode, demonic imagery had to increase more and more. (Map: E2M7)

As the player progressed further through the episode, demonic imagery had to increase more and more. (Map: E2M7)

Two Lost Souls guard their treasure. (Map: E2M8)

Two Lost Souls guard their treasure. (Map: E2M8)

The early control tower was only two sections - the underground and the top - with no vertical progress inbetween. (Map: E2M8)

The early control tower was only two sections - the underground and the top - with no vertical progress inbetween. (Map: E2M8)

This is where id's original map would start. I liked to add some normal gameplay prior to the boss fights as otherwise it seemed like a waste of a level to only have one fight. (Map: E2M8)

This is where id's original map would start. I liked to add some normal gameplay prior to the boss fights as otherwise it seemed like a waste of a level to only have one fight. (Map: E2M8)

The Cyberdemon arena only needed some visual touchups in later revisions. (Map: E2M8)

The Cyberdemon arena only needed some visual touchups in later revisions. (Map: E2M8)

The player originally entered Hell in a low-key way, starting in a makeshift UAC base in a cave before then emerging to see the demonic fortress. (Map: E3M1)

The player originally entered Hell in a low-key way, starting in a makeshift UAC base in a cave before then emerging to see the demonic fortress. (Map: E3M1)

Previous visitors. (Map: E3M1)

Previous visitors. (Map: E3M1)

The demonic fortress exterior stayed generally the same over the years, though the terrain underwent drastic changes. (Map: E3M1)

The demonic fortress exterior stayed generally the same over the years, though the terrain underwent drastic changes. (Map: E3M1)

Much of the fortress' interior was already acceptable, and only required changes to textures and room proportions. (Map: E3M1)

Much of the fortress' interior was already acceptable, and only required changes to textures and room proportions. (Map: E3M1)

The original courtyard. Rather than contain the exit, it only ended the first half of the level. (Map: E3M1)

The original courtyard. Rather than contain the exit, it only ended the first half of the level. (Map: E3M1)

The holy BFG. (Map: E3M1)

The holy BFG. (Map: E3M1)

The Spiderdemon's lair, much more in-line with id's original level, only heightened a bit. (Map: E3M1)

The Spiderdemon's lair, much more in-line with id's original level, only heightened a bit. (Map: E3M1)