[WIP] Donas - Underwater facility (PSX like)

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Deadsylian
Posts: 3
Joined: Sun Mar 28, 2021 4:22 am
Graphics Processor: nVidia (Modern GZDoom)

[WIP] Donas - Underwater facility (PSX like)

Post by Deadsylian »

TLDR: An underwater facility (Donas) PSX-DooM ispired.
Something bad happened... You are alone, fight for your life.

HI, this is my first project that I want to post a project. It's a pretty simple map for now, I think the first of a small episode that takes place in the deep of an underwater facility.
It's inspired from the PSX-DOOM and I like the tone but there are a lot of stuff that can be improved. So before i want to start with the other levels I just wanted some feedback :)
(soz for my english XD)




Spoiler:


Download: DONAS VERSION: 0.1

IMP: the file is pretty big(8MB) for different reason: custom music / custom sounds and some texture not used because it's a starting project. Sorry for the inconveniency.
Deadsylian
Posts: 3
Joined: Sun Mar 28, 2021 4:22 am
Graphics Processor: nVidia (Modern GZDoom)

Re: [WIP] Donas - Underwater facility (PSX like)

Post by Deadsylian »

GZDOOM only for now, sorry forgot to add
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Enjay
 
 
Posts: 26441
Joined: Tue Jul 15, 2003 4:58 pm
Location: Scotland

Re: [WIP] Donas - Underwater facility (PSX like)

Post by Enjay »

I enjoyed this. It's dark and moody and presents a nice medium level of challenge and size. Supplies of ammo and health seemed about right - generous but not excessively so. I thought that the sounds, textures and music worked well. I also liked how the map was the right size to accommodate a bestiary of stock monsters without them feeling too limited. Overall, it was nicely balanced IMO. Is it seriously your first released project? It certainly plays like something from a mapper with more experience than that.

I mentioned that it is dark - and it is. However, I don't feel that it should be brightened, but the next time I play it I will probably do so with a flashlight mod of some sort which I feel would enhance the moodiness rather than detract from it.
Deadsylian
Posts: 3
Joined: Sun Mar 28, 2021 4:22 am
Graphics Processor: nVidia (Modern GZDoom)

Re: [WIP] Donas - Underwater facility (PSX like)

Post by Deadsylian »

Thanks for the feedback, it's not my first map but it's the first i want to publish :)
I have tried a lot of different style but i always end up with something too dispersive so i decide to do something 'small' and then espand it a little bit with other maps.
My idea is a small episode with like a few maps, not too many because it can be boring for the style and I want to try different things with the next maps in the same 'setting'
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NecroPoster
Posts: 15
Joined: Wed Jan 22, 2020 12:31 am

Re: [WIP] Donas - Underwater facility (PSX like)

Post by NecroPoster »

Honestly this is quite good. Even without custom textures, the atmosphere of the map really shines. I really did like the red/orange room arena at the end, especially the part where it lights up after the final switch. My only nitpick is that it can be a bit a bit dark during that fight, but I guess that's the point. Looking forward to more of this style.
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Camper125Lv
Posts: 25
Joined: Tue Jul 11, 2017 5:08 am

Re: [WIP] Donas - Underwater facility (PSX like)

Post by Camper125Lv »

Very cool level, I love it. Makes me want to make my own underwater level. Defenatly am interested in full release when it gonna come out.
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dawnbreez
Posts: 170
Joined: Wed Jul 08, 2015 12:29 pm

Re: [WIP] Donas - Underwater facility (PSX like)

Post by dawnbreez »

Just gave this a run with Supercharge. Dark, as others have noted. Encounters were solid--like the other guy said, the big fight in the orange-lit room was nice, although I had a bit of trouble finding the last switch--maybe you could brighten the area in front of that switch when it opens, to draw the eye to it?

I'm a sucker for dark maps. I've always loved how stark the lighting can be in Doom, almost noir-esque, and it seems like few mappers truly take advantage of it; I loved the abandoned atmosphere in this level. It helps that Supercharge adds brightmaps to many enemies, which meant I was spraying lead at the glowing visors of zombie troopers from the (relative) safety of the hall I just cleared. I'm *also* a sucker for colored lighting, and you used colored lighting quite tastefully here. Aside from the one switch at the end, the whole level flowed well--I never got lost, and I never felt like I was being railroaded either. Overall, it's a solidly-designed level. Can't wait to see what you do next!

(Also, going small is definitely a good idea. I've had the same problem myself--I tend to dig myself a VERY big hole when I start a project, which is why I've released very few things. As I'm sure you noticed while building this level, deliberately keeping your work small makes it way easier both to finish it *and* to polish it.)

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