Control inspired map

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willkuer
Posts: 268
Joined: Sat Jul 09, 2016 2:09 pm
Location: Austria

Control inspired map

Post by willkuer »

Hi Doomers!

This is a bit strange because I don't know what to expect of this project myself. I started this map after playing Remedy's 'CONTROL' because I thought, well, this brutalist theme could work with Doom (also, I already posted some screens in the 'Project ideas' thread). But I have absolutly no idea for gameplay or flow or anything. It's just a playground to try some stuff. Maybe someone wants to check it out. Maybe you guys have an idea where this could go or if it'll just stay a test map with a bunch of weird rooms :D

Anyways, I guess I'll keep building it whenever I have time, if only to train my Doom Builder skills.



DOWNLOAD
(load both obviously)


Map
https://www.mediafire.com/file/w1mqlid0 ... P.wad/file

Textures
https://www.mediafire.com/file/3of0rhq6 ... S.pk3/file

Credits
Spoiler:
Last edited by willkuer on Wed Jan 22, 2020 4:27 pm, edited 3 times in total.
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Kills_Alone
Posts: 68
Joined: Sat Oct 12, 2019 6:58 pm
Graphics Processor: nVidia (Modern GZDoom)
Location: An 808 State
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Re: Control inspired map

Post by Kills_Alone »

I like the look and the concept. Here are a few ideas.

So Control had many trippy mind-fuck moments right. How about a sequence where you are surrounded then the enemies disappear.

A room you enter and the enemies move away the closer you get, perhaps they funnel out into different hallways, only to attack at a later point (this ones actually based on an LSD/Shroom session back in Y2K, my friends kept coming by the house and eventually I'd ask them the time, their heads would start turning back and forth then spinning, as I approached they'd back away and shrink/disappear into the corners, shadows, and random piles of clothes on the floor. Sinking inward like they'd become mushroom people peeking back at me from said shadows, all I could see now was their glowing eyes. This repeated many times).

Semi-visible ghost people peeking through the corners near the ceiling.

Looking at an object like a green sofa and seeing small creatures running around on it like ants, closer inspection reveals horses running on a grass covered plateau (yes, more trippin' memories).

Opening a door leading to a hallway and a wave of water rushes out from it knocking the player back.

A door falling refuses to open, then as the player walks away it falls off its hinges revealing a bricked off doorway.

How about some superstitious references (also Matrix) like a black cat walking under a ladder then jumping into a mirror? Perhaps it repeats or follows you in some fashion.

What about a machine or just a window with a conveyor, through the window you see Hissy's (baby caocs), then in the next section you see they have been turned into full grown Cacodemons. You could do something similar with Arachnotrons and Masterminds. Or even the smaller Trites (spiders taken from DOOM 3) and Arachnotrons.

The Hissy could also tie into the Hiss from Control itself.

Strange noises and distorted voices.

You could play with the cinematic cam and make the player feel like they are being watched or are watching themselves.

Not sure how but a sequence where you are walking through water and the water becomes cement and you cannot move until completing an action.

Perhaps a room that is upside down.

There could be employees (doctors, scientists, & security) that are stuck in a coma state, or some that turn into enemies.

Perhaps a sequence where someone explodes into blood & guts, then resembles over an over.

Overhead rooms with fogged glass (like in Portal) where it looks like someone is watching/reviewing you.

TV screens with flashing elements or static.

A mainframe room that is chilly with lots of circuitry and flashing data transfer lights.

Gotta have some keycards and locks as a reference to both games.

A room with smaller rooms you view through thick glass, each contains an object of power such the fridge.

A bathroom with mirrors and a leaky faucet or toilet, then another with confusing imagery in the mirror.

Perhaps some interesting abstract art on the walls like MC Escher, Salvador Dalí, and/or Pablo Picasso.

Looks like you already have the infinite stairs trick, what about a hallway that grows longer (like in F.E.A.R.) or it appears to breath (moving slightly inward, taking a pause then out). Or what about a hallway that gets shorter and shorter until you cannot go any further (Alice in Wonderland and I think Willy Wonka had that). Speaking of Willy Wonka, some trip shit in that movie, what about an air room where it lifts you up towards a huge fan (also in Half-Life).
Last edited by Kills_Alone on Wed Jan 22, 2020 11:45 pm, edited 1 time in total.
willkuer
Posts: 268
Joined: Sat Jul 09, 2016 2:09 pm
Location: Austria

Re: Control inspired map

Post by willkuer »

Thanks for the input! :) The mind-fuckery is definitely something I'm going for (using portals, etc.) and the brutalist architecture in general.

Bonus screen:


Also, I didn't expect that, lol:
https://kotaku.com/when-control-meets-doom-1841141183

I don't know how they found an unlisted video on Youtube. Did you guys tip them off about it? ^^
skdursh
Posts: 176
Joined: Wed Jul 03, 2019 10:17 am

Re: Control inspired map

Post by skdursh »

willkuer wrote: Also, I didn't expect that, lol:
https://kotaku.com/when-control-meets-doom-1841141183

I don't know how they found an unlisted video on Youtube. Did you guys tip them off about it? ^^
If you don't think "journalists" stalk forums and other internet communities for fresh news you're probably not using your noggin enough. Generally I'm not really a fan of Kotaku, but pieces like this one are cool and could potentially bring more people into the loving embrace of Classic DoomGuy. In any case, congrats!
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GooberMan
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Location: Helsinki, Finland

Re: Control inspired map

Post by GooberMan »

Also. I worked on the engine before I left Remedy in December 2017. This has started doing the rounds on my Facebook with former/current Remedy developers.

You're on the internet, of course people will take notice ;-)
willkuer
Posts: 268
Joined: Sat Jul 09, 2016 2:09 pm
Location: Austria

Re: Control inspired map

Post by willkuer »

skdursh wrote:
willkuer wrote: Also, I didn't expect that, lol:
https://kotaku.com/when-control-meets-doom-1841141183

I don't know how they found an unlisted video on Youtube. Did you guys tip them off about it? ^^
If you don't think "journalists" stalk forums and other internet communities for fresh news you're probably not using your noggin enough. Generally I'm not really a fan of Kotaku, but pieces like this one are cool and could potentially bring more people into the loving embrace of Classic DoomGuy. In any case, congrats!
GooberMan wrote:Also. I worked on the engine before I left Remedy in December 2017. This has started doing the rounds on my Facebook with former/current Remedy developers.

You're on the internet, of course people will take notice ;-)
Yeah, of course I know stuff goes around :D I was just surprised how fast it goes hehe. But I also now know, that a friend of mine made the call ^^ Anyways, I'm honored and hope it's always good to get people involved in good old Classic DoomGuy... and architecture in this case :)
@GooberMan: Regards to your colleagues! Loved the architecture and theme but it was really hard to play on a PS4 pad for a PC-gamer like myself... just sayin' *Kb/M-support finally?* *cough* ;)
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GooberMan
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Location: Helsinki, Finland

Re: Control inspired map

Post by GooberMan »

willkuer wrote:@GooberMan: Regards to your colleagues! Loved the architecture and theme but it was really hard to play on a PS4 pad for a PC-gamer like myself... just sayin' *Kb/M-support finally?* *cough* ;)
It doesn't already support it? The engine very definitely has had it through Alan Wake and Quantum Break, and certainly had it still when I left. Hmm. I can ask what the deal is, but it's commercial suicide to launch on PC without even rudimentary KB/M support.
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FuzzballFox
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Location: Hampshire UK

Re: Control inspired map

Post by FuzzballFox »

Posting from the dead in reaction to seeing my sky being used :P Did you know there was a true colour version? Given you are using Gzee you're welcome to it!
https://cdn.discordapp.com/attachments/ ... _thing.png
(No img tags anymore? booo...)
willkuer
Posts: 268
Joined: Sat Jul 09, 2016 2:09 pm
Location: Austria

Re: Control inspired map

Post by willkuer »

FuzzballFox wrote:Posting from the dead in reaction to seeing my sky being used :P Did you know there was a true colour version? Given you are using Gzee you're welcome to it!
https://cdn.discordapp.com/attachments/ ... _thing.png
(No img tags anymore? booo...)
Oh christ, yeah thanks for that! Sorry, again, I'm lacking behind with credits as always. :oops: Gimme a sec, I'll edit the OP.
Last edited by willkuer on Wed Jan 22, 2020 4:35 pm, edited 1 time in total.
willkuer
Posts: 268
Joined: Sat Jul 09, 2016 2:09 pm
Location: Austria

Re: Control inspired map

Post by willkuer »

GooberMan wrote:
willkuer wrote:@GooberMan: Regards to your colleagues! Loved the architecture and theme but it was really hard to play on a PS4 pad for a PC-gamer like myself... just sayin' *Kb/M-support finally?* *cough* ;)
It doesn't already support it? The engine very definitely has had it through Alan Wake and Quantum Break, and certainly had it still when I left. Hmm. I can ask what the deal is, but it's commercial suicide to launch on PC without even rudimentary KB/M support.
No no, I had to play it on PS4 :D KB/M support for singleplayer on the consoles would be nice, that's what I meant to say ^^
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FuzzballFox
Posts: 1905
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Location: Hampshire UK

Re: Control inspired map

Post by FuzzballFox »

willkuer wrote:Oh christ, yeah thanks for that! Sorry, again, I'm lacking behind with credits as always. :oops: Gimme a sec, I'll edit the OP.
No problem~ I came to point it out because it was palette'd not because of lack of credit! :)
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