Dust Devil - GZDoom Map (now on IdGames)

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CaptainToenail
Posts: 3975
Joined: Fri Jul 06, 2007 9:16 am

Dust Devil - GZDoom Map (now on IdGames)

Post by CaptainToenail »

[imgur]https://imgur.com/Od0BI0A[/imgur]

Dust Devil is a single player mission for GZDoom spread across two intertwined maps.
                          
You have been sent to a UAC outpost on a desert world to recover a mysterious artefact. Expect heavy resistance and some new surprises.

Screenshots:
Spoiler:
                  
Featuring new textures by Ukiro and music by Jimmy.
                          
Jumping and crouching are disabled.

There is an experimental optional checkpoint mode that adds several checkpoint items to the map. Simply pick them up to save the game.
                          
<IMPORTANT!> - This map uses Hardware mode only features (3D Models, flatsprites) and cannot be played in Software mode - ensure video mode is set to Hardware before loading map or it may crash.
                          
Estimated playtime: 60 minutes
                   
I recommend you use the latest version of GZDoom - v4.7.1
 
Enjoy! :)

Download:
https://www.moddb.com/mods/dust-devil
https://www.doomworld.com/idgames/level ... /dustdevil
Last edited by CaptainToenail on Mon Mar 14, 2022 12:52 pm, edited 4 times in total.
User avatar
kalensar
Posts: 368
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Operating System: Debian-like Linux (Debian, Ubuntu, Mint, etc) 64-bit
OS Test Version: No (Using Stable Public Version)

Re: Dust Devil (RC1)

Post by kalensar »

Big old HEART. <3 Definitely giving this a whirl immediately.
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neoworm
Posts: 1729
Joined: Fri Sep 23, 2005 9:17 am
Location: Czech Republic

Re: Dust Devil (RC1)

Post by neoworm »

I played through and enjoyed it a lot.

Two things:
First in few places the hitscanners are all over the place and hidden in places where you can't even see where the damage comes from. Maybe tonning it down, replacing some with some more projectile enemies.
Second if you are going to use unpredictably uneven terrain full of slopes, let me jump. It was most problematic at the arena with Cyberdemon, in few places you would get stuck but few metres away you can climb the ledge no problem. I think jumping wouldn't hurt this level at all, only give player some more comfort on a terrain like this.
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Jimmy
 
 
Posts: 4715
Joined: Mon Apr 10, 2006 1:49 pm
Discord: Jimmy#4100
Twitch ID: JimmySquared
Operating System: Windows 10/8.1/8/201x 64-bit

Re: Dust Devil (RC1)

Post by Jimmy »

Love this!

First off, awesome use of GZDoom features. Of particular note are the use of dynamic lights, Doom 64 gradients, the gentle spotlight sprites for the recessed ceiling lamps, and the new teleporter effects, especially the opening portal "cutscene", and the smooth use of models for things like crates and cacti that blend seamlessly into the overall aesthetic. The map itself oozes tension and atmosphere.

The gameplay is uninterrupted classic stuff with just a few custom monsters and perilous surprises to stir the pot and keep things interesting - fool as I was, I played on UV skill and died in many embarrassing ways throughout my playthrough because this map is not afraid to throw curveballs. The use of turret enemies was fairly brutal, the teleporting dark imps gave me a run for my money (would it be prudent to give them a proper visual/sound cue like a teleport fog when they do that?) and the two super-cybruisers at the end absolutely demolished me.

Finally the layout and flow of the map is actually very smooth for a complex progression spread across two large-scale maps. It's hard to get lost, or to fail to understand where you need to be next, as progression points are rarely more than a stone's throw from where you are at any time.

...I actually really want to remix Terabyte.mid now because of this map. I truly don't think a MIDI of mine from 2008 really does it justice, lol.

I did run into a couple of nasty little bugs:
- There are a few places in which the crate models are overlapping in strange ways and sometimes even causing z-fighting. I'll see if I can screenshot the problem areas for you.
- Gibbing the flying chaingunners does not remove their FLOATBOB flag, rather hilariously.

However, I think this is gonna be well worth another runthrough, perhaps on an easier skill, because it was just that entertaining throughout.

Awesome work as always, Cap!
CaptainToenail
Posts: 3975
Joined: Fri Jul 06, 2007 9:16 am

Re: Dust Devil (RC1)

Post by CaptainToenail »

Neoworm - great feedback, glad you enjoyed it! Regarding the hitscanners - I will thin those out a bit. I am conflicted about enabling jumping. On one hand I do like jumping in wads and it opens up possibilities for platforming and secret areas. On the other hand it can lead to skipping map triggers and crowdsurfing hordes of monsters. The map was not built with jumping in mind - I will see if it is a possibility. At the very least I will make it optional.

Jimmy - Thank you great to hear you had fun! I do like Terabyte it's a catchy tune. Yes I took full advantage of GZDoom's features with this one especially slopes and 3D models which I have been wary of and avoided in the past. I have fixed that Chaingunner issue turns out it was a silly typo.
CaptainToenail
Posts: 3975
Joined: Fri Jul 06, 2007 9:16 am

Re: Dust Devil - GZDoom Map (RC2 now available)

Post by CaptainToenail »

Ok RC2 is now available. See first post for file. I will give it a week or two and if there is no other issues to be fixed I will consider this the final release. Have fun! :-)

Changes:
Spoiler:
CaptainToenail
Posts: 3975
Joined: Fri Jul 06, 2007 9:16 am

Re: Dust Devil - GZDoom Map (RC2 now available)

Post by CaptainToenail »

Dust Devil is now complete and has been uploaded to IdGames Database and ModDb. :rock:

Thank you all for playtesting. :thumb:

Download:
https://www.moddb.com/mods/dust-devil
https://www.doomworld.com/idgames/level ... /dustdevil

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