DOOM Ethereal

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DOOM Ethereal

Postby 9Rifleman » Wed Jun 17, 2020 2:26 pm

Hey everyone,

I started making DOOM maps some few months ago and this is my first project(that I dare to share). It's 6 maps(5 playable), short machinima style intro and a simple story to connect it all. I tried to mimic Vanilla experience with some added flair, so there are 'new' textures, lights, scripts, music and a few custom minibosses.
GZDoom is recommended to play this. Not playable with vanilla or Brutal Doom.

Detailed description and download at the link below:

https://www.doomworld.com/idgames/level ... f/ethereal

Map list:
Spoiler:


I'd really appreciate any feedback to help me get better and though I consider this wad finished, I'm open to fixing whatever bugs you find. Thanks and enjoy :)


Screenshot_Doom_20200328_102331 (Custom).png

Screenshot_Doom_20200328_100945 (Custom).png

Screenshot_Doom_20200328_101414 (Custom).png
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Re: DOOM Ethereal

Postby DavidN » Sat Jun 20, 2020 8:03 pm

Absolutely spectacular for a first release :) I love how you incorporated the Hexen stuff, and the little story around what's happening - it was the perfect length for a complete first project, enough to feel substantial but not big enough to burn yourself out on :) I recorded a video of my exploration of it - there are a couple of hangups with the map flow that I point out along the way (it's always impossible to anticipate what a new player is going to do their first time through) but you've already got a lot of great sense for making Doom levels.

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Re: DOOM Ethereal

Postby 9Rifleman » Sun Jun 21, 2020 11:55 am

DavidN wrote:Absolutely spectacular for a first release :) I love how you incorporated the Hexen stuff, and the little story around what's happening - it was the perfect length for a complete first project, enough to feel substantial but not big enough to burn yourself out on :) I recorded a video of my exploration of it - there are a couple of hangups with the map flow that I point out along the way (it's always impossible to anticipate what a new player is going to do their first time through) but you've already got a lot of great sense for making Doom levels.



Well, I have to admit, when I asked for feedback, I did not expect a whole review! So for that amount of feedback and for your time, thanks a lot!

I won't address every point you made as there were just too many, but at least the biggest things I got from your feedback:

1) Boxy rooms - yes, I know about that, but I'm trying to get my architect level up :)
2) Boss health - you said that right - I underestimated the player, I was almost sad to see how quickly you smacked them around, especially the mage :)
3) The Black Hole Generator - first of all, you missed the BFG in MAP04, it's not secret, but it's made so some players can miss that. You just did not look left at the right time :D And the weapon itself - the ball itself is quite weak, but the Hole it creates sucks nearby monsters in and causes tremendous damage. 1 hole kills the Spiderdemon and 2 even a Cyberdemon. But it pulls in whole groups, that's why I made the last fight as it is...for player to have fun shooting black holes at groups :D
4) Seeing you play it, even if you did not say that - I should probably add a few info messages after some switches. Even though I made the maps linear...
5) New assets - glad you liked it! There is a lot of Hexen stuff and quite a few things from Strife, too...like the boss in Cathedral or intro music.
6) Technically, it is not my very first finished map, there was a couple of demo maps(just incomplete maps where I test new stuff), something of a prototype for this. Since releasing this, I put a few of my newer ideas in my Youtube channel, you can see a short glimpse of what I'm thinking of doing next, channel name is 9Rifleman, if interested.
7) No idea about the black boxes around marines, never happened to me :(
8)

All and all, thank you again for your effort, it really helps and I'm happy you enjoyed the WAD. I'm thinking of perhaps making a sequel for it(after all, it ends with an open ending), so you may yet see everything addressed :)
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Re: DOOM Ethereal

Postby Dwim-pon » Wed Jun 24, 2020 12:51 pm

Heya, just tried out your wad! I beat map 3 and I stopped there, but I'm definitely going to continue playing it. It's a GORGEOUS map holy crap, and pretty fun to play through.
I think I missed a plasma rifle somewhere though, because I didn't have enough ammo to kill the boss there, haha. (Just ended up /giving myself some shells).
You made the Hexen blend into Doom quite nicely! It feels pretty natural and it gives a very unique flair to your maps. Congrats!
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Re: DOOM Ethereal

Postby 9Rifleman » Thu Jun 25, 2020 3:49 am

Dwim-pon wrote:Heya, just tried out your wad! I beat map 3 and I stopped there, but I'm definitely going to continue playing it. It's a GORGEOUS map holy crap, and pretty fun to play through.
I think I missed a plasma rifle somewhere though, because I didn't have enough ammo to kill the boss there, haha. (Just ended up /giving myself some shells).
You made the Hexen blend into Doom quite nicely! It feels pretty natural and it gives a very unique flair to your maps. Congrats!


Hi, thanks a lot! :)

I did not want to spoil it for players, but the progression of maps is generated randomly each time you play the wad(even though there are only 6 options with this many doors). So sometimes for example, you can have a plasma gun in a map, and other time it can be a rocket launcher, depending on which map you visit first(as no map has all the weapons). I thought this would give it some replayability and make the challenge a bit more interesting. It was a bit hard to test, as I knew where everything was, but I think there should be enough ammo for all playthroughs. But I'm open to suggestions on this :)
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Re: DOOM Ethereal

Postby Dwim-pon » Tue Jun 30, 2020 3:03 pm

9Rifleman wrote:
Dwim-pon wrote:Heya, just tried out your wad! I beat map 3 and I stopped there, but I'm definitely going to continue playing it. It's a GORGEOUS map holy crap, and pretty fun to play through.
I think I missed a plasma rifle somewhere though, because I didn't have enough ammo to kill the boss there, haha. (Just ended up /giving myself some shells).
You made the Hexen blend into Doom quite nicely! It feels pretty natural and it gives a very unique flair to your maps. Congrats!


Hi, thanks a lot! :)

I did not want to spoil it for players, but the progression of maps is generated randomly each time you play the wad(even though there are only 6 options with this many doors). So sometimes for example, you can have a plasma gun in a map, and other time it can be a rocket launcher, depending on which map you visit first(as no map has all the weapons). I thought this would give it some replayability and make the challenge a bit more interesting. It was a bit hard to test, as I knew where everything was, but I think there should be enough ammo for all playthroughs. But I'm open to suggestions on this :)


I think just adding a box of shells and a box of bullets in the boss room would be more than enough, honestly!

Anyway! I just finished the wad, and it was FANTASTIC! There's just the right of custom stuff without going overboard, and the level design was amazing: It flows wonderfully, and the enemies are used in smart ways to emphasize the actual locales you're fighting them on. It's very Doom 1-y in that aspect, but still with a great deal of experimentation. I loved it! And the finale was also pretty fun, too!

Really, I only have one minor piece of criticism, and it's that map 3 is a bit hard to navigate? lots of ways to fall off and have to go through an area all over again, or labyrinth-like caves. But the rest is just excellent. Congrats!
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Re: DOOM Ethereal

Postby 9Rifleman » Wed Jul 01, 2020 1:19 pm

I think just adding a box of shells and a box of bullets in the boss room would be more than enough, honestly!

Anyway! I just finished the wad, and it was FANTASTIC! There's just the right of custom stuff without going overboard, and the level design was amazing: It flows wonderfully, and the enemies are used in smart ways to emphasize the actual locales you're fighting them on. It's very Doom 1-y in that aspect, but still with a great deal of experimentation. I loved it! And the finale was also pretty fun, too!

Really, I only have one minor piece of criticism, and it's that map 3 is a bit hard to navigate? lots of ways to fall off and have to go through an area all over again, or labyrinth-like caves. But the rest is just excellent. Congrats!


Glad you liked it! :)

And regarding MAP03 - this one is the only with some non-linearity in it. It is possible to completely avoid one area, as long as you don't want the SSG :D Plus I wanted to make it look like like a cave, a bit more complex. Falling off is something I considered while making it, but in the end I tried to make it so that player dies almost anywhere you can actually fall off. I needed a way for players to not get stuck in a hole and teleporters just did not seem to fit the theme. But thanks for your feedback, I'll try to improve on this :)
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