Engineering

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Engineering

Postby Mooney » Sun May 31, 2020 12:21 pm

Smallish map I whipped up in udmf built around custom red and yellow startan textures designed to portray an engineering
deck aboard a cramped space station or moonbase.

Features two quadrants of interconecting rooms and coridoors as well as vents and siderooms and a large core like room with a
twisting walkway leading to the exit.

Currently only one difficulty level I imagine much more work will need to go into this but heres what you get for now.

Hopefully the custom textures lighting and ambient sounds will provide an interesting level of atmosphere.

You can get it here.
https://www.moddb.com/games/doom-ii/addons/engineering1#downloadsform
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Re: Engineering

Postby Juka » Mon Jun 15, 2020 6:54 pm

Really digging the atmosphere, might try it out later!
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Re: Engineering

Postby JuliusKoolius » Tue Jun 16, 2020 9:12 pm

This is actually a pretty good map! not much else to say
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Re: Engineering

Postby Mooney » Sat Jun 20, 2020 2:23 pm

Thanks guys!
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Re: Engineering

Postby DavidN » Sat Jun 20, 2020 7:59 pm

Fantastic new textures - I love the atmosphere here, and the way that it's classic Doom in a fresh new setting :) I'd love to play an entire episode themed like this!

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Re: Engineering

Postby Mooney » Sun Jun 21, 2020 2:18 am

DavidN wrote:Fantastic new textures - I love the atmosphere here, and the way that it's classic Doom in a fresh new setting :) I'd love to play an entire episode themed like this!




Thanks bro made my day.

Got at least another two maps like this planned, maybe more.

When you said about Red Dwarf I chuckled, I was directly inspired by those dark red coridoors.
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Re: Engineering

Postby Yebudoom » Tue Jun 23, 2020 1:27 pm

The map is really sweet. I had great fun with it.

The recoloured textures create a great theme, the whole thing really stands out and has its own style.

Initially I'd thought that the recolours will be all that's on the menu, but then I came across coloured lighting. Which I love. Good job.

Two suggestions, though:
1. If there's 200+ monsters on the map, consider giving the player the whole Doom arsenal. Here we stop at slot 5 and I think there's no SSG? It's not that the experience is too hard without the SSG, the Plasma Gun and the BFG. But they would make it more interesting and varied, imo.
2. The final red location is quite large and it took me a while to get through it (the fact that I suck at Doom doesn't help). And here's the thing: all that red is not pleasant to the eyes. It was a little tiring. Too much red, maybe.

Here's me taking my sweet time getting through it all. Played with Hellrider and Hard Doom Lite. Commentary in Polish.
Spoiler:
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Re: Engineering

Postby Dwim-pon » Wed Jun 24, 2020 11:00 am

Hey, I gave your map a spin! (No mods, besides Smooth Doom and some sound / aesthetic stuff)
First and foremost: the atmosphere is FANTASTIC. You're a master of colored lighting, ambient sounds and just making a moody, creepy in general. I was on edge for a good chunk of what I've played!
I also love what you were going for at first with the enemies and limited ammo. Trying to find inventive ways to deal with the monsters, by trapping them in one room or even making them infight and running for it to conserve precious shells or bullets, was really fun! There's a great deal of planning involved with most encounters, and that's something I found great.

...But with that said, I think the enemy numbers and lack of ammo go a bit too far. Having to deal with a dozen imps and two revenants with almost nothing to defend yourself with is great, but three more revenants, even more imps and multiple hitscans almost immediately after? It unfortunately stops being tense and challenging, and just becomes annoying. There's also not a lot of health for such a huge number of monsters, so I just ended up dying a LOT.

I think the part with the vent filled with pinkies and imps is the worst about it. Next to no ammo or health, so you end up just punching them to death in REALLY narrow corridors, and it's also pretty long: It really overstays its welcome, in my opinion. I ended up stopping after that because I just wasn't feeling it, but I think I'll give it another try later.

But don't get me wrong: even if I don't like how it plays, it looks and sounds fantastic! I just wish it was just slightly more merciful.
I'm pretty sure the map is perfect with mods though! It's just wayyy too tough in vanilla to my liking.

Also, I noticed this door, at the beginning, is a bit too hard to notice with dark sectors on (Which is generally the sector light setting I choose for atmospheric maps like this). You might want to hint at it a little better by making it slightly more bright!



In any case, good luck! You have something great going on, I think.
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Re: Engineering

Postby Mooney » Fri Jun 26, 2020 2:17 am

Thanks for the great feedback guys Ill refer back to this when I get around to expanding this into a real map set.

Sorry I have a habbit of thinking I've made things far too easy with far too much ammo or that it will be too easy with mods, doesn't help that theres only one difficulty setting.
I knew full well that yellow touch door would give people problems and I left it in anyway, should of just stuck a switch next to it, just pure laziness on my part.
I didn't think the vent section was too long but maybe I should break it up by having you drop into some more rooms and corridors maybe.
I will make that last section a little easier but probably not much less red, I kind of wanted that section to be stressful.

Thanks again this is very helpful!
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Re: Engineering

Postby ReformedJoe » Thu Jul 02, 2020 2:14 pm

I enjoyed this. Resource balance was a little tight, but I like it that way, especially since the encounters are all reasonably fair.

I also want to enhance what others have already said: the atmosphere here was on point. Very good use of lighting and sound. The only (minor) criticism I would level, is that since seemingly every single room has an enemy in it somewhere, the oppressive atmosphere never really gets a chance to breathe. Since, you know, you're busy shotgunning revenants 24/7.

All in all very good. Would play more maps in this style.
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Re: Engineering

Postby ChuckoKokos » Mon Jul 06, 2020 9:24 pm

The level slaps. Played it with Hideous Destructor and the climax of the level rocks, having to pinpoint imps positions and move from cover to cover while repelling HKs was tense af.
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Re: Engineering

Postby Mooney » Fri Jul 10, 2020 2:10 am

Cheers dudes looking forward to getting back to work on this.

I'm thinking of a blue/white theme for the next map.
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Re: Engineering

Postby vitriolicv » Sun Aug 09, 2020 6:33 am

This was pretty damn good! The red was a *bit* eyestrain-y, and made it take a lot of focus to keep track of all the enemies in the final area, though. And the backtracking from acquiring a key to using a key was really confusing to me -- it had been so long between seeing the door the key is for and acquiring the key that I forgot where I saw the door. Aside from that, though, great visuals, good traps, excellent atmosphere.
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