Flesh Interface 1: The Laboratory (alpha version)

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Flesh Interface 1: The Laboratory (alpha version)

Postby AngrySaint » Mon May 11, 2020 11:59 am

This is a level I started working something like 2 years ago. I worked on it for one year then let it go. I came back to it this 2020 to finish it, before it's too late.

It is a GZDooM level with 3d floors and lights. You can jump, look around etc... Gameplay is heavily influenced by DooM 2016, as you'll see.

It is a lot of time since I last published a single map for Doom on this forum (I even lost my old account, I created a similar one). So please take it easy and let me know what you think and how you would improve my map.

Download link: http://www.mediafire.com/file/d4jltcj5ldpxx5w/fi1laba.zip/file

Additional credits: FuzzyBlaze, 3DRealms, Captain Toenail, Gothic, Tormentor667 for sprites.

Screenshots:

Spoiler:
AngrySaint
 
Joined: 11 May 2020

Re: Flesh Interface 1: The Laboratory (alpha version)

Postby Valken » Tue May 12, 2020 6:46 am

Looks GREAT!
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Joined: 08 Jun 2015

Re: Flesh Interface 1: The Laboratory (alpha version)

Postby Enjay » Tue May 12, 2020 7:04 am

It plays pretty well too. I'm not a fan of teleporting monsters and these are used quite heavily. For the most part, they weren't hugely problematic but it's not a style of fight that I enjoy too much. So I don't think they are done badly; they are just not my favourite way of playing. I also found ammo becoming a bit tight about quarter of the way in - but later it was fine. Health seemed very tight to me.

It's a good looking map (in a style that I generally like anyway), with good use of 3D structures and walkways as part of the natural progression through the map. The 3D nature of many of the areas was a particular strength actually, and the walkways and balconies felt quite natural in their positioning - not merely tacked on because "3D floors LOL". There were plenty of options of how to get from A to B and even different routes within rooms/areas (especially important when dodging around and evading a recently teleported horde) but I never felt hopelessly lost and never had that "so what am I meant to do now" feeling.
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Enjay
Everyone is a moon, and has a dark side which he never shows to anybody. Twain
 
 
 
Joined: 15 Jul 2003
Location: Scotland

Re: Flesh Interface 1: The Laboratory (alpha version)

Postby AngrySaint » Sat May 16, 2020 3:26 am

Enjay wrote:It plays pretty well too. I'm not a fan of teleporting monsters and these are used quite heavily. For the most part, they weren't hugely problematic but it's not a style of fight that I enjoy too much. So I don't think they are done badly; they are just not my favourite way of playing. I also found ammo becoming a bit tight about quarter of the way in - but later it was fine. Health seemed very tight to me.

It's a good looking map (in a style that I generally like anyway), with good use of 3D structures and walkways as part of the natural progression through the map. The 3D nature of many of the areas was a particular strength actually, and the walkways and balconies felt quite natural in their positioning - not merely tacked on because "3D floors LOL". There were plenty of options of how to get from A to B and even different routes within rooms/areas (especially important when dodging around and evading a recently teleported horde) but I never felt hopelessly lost and never had that "so what am I meant to do now" feeling.


Thank you. The gameplay is based on DooM 2016, which I played a lot before starting making this level. Doom monsters are slower than D2016 ones, and have less mobility - D2016 creatures can climb and jump and so on, so I had to keep in mind a limited mobility of enemies while making the small arena layouts, with the constant risk of being overwhelmed by enemies.
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Joined: 11 May 2020


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