Our type of “old school” is a very different breed than the type encountered in today’s “old school”. Yes, there are similarities; We too have upped the action, speed and gore, but not to the extreme lengths seen in the new Doom game. Our levels are built for exploration, progression and environmental puzzles. These are our main qualities. Phobos is closer to games like Half-Life or Dark Forces/Jedi Knight in spirit. Just like Classic Doom, these games are types of First Person Shooters that have all but vanished. We truly are a different kind of oldschool.
Wow, looks awesome!
Very, very nice.
Very good level design.
Excellent!
Awesome :)
Who made this? :D
Shaviro and Me
I believe the level design you guys make are much better than what ID have made :D It looks sleek and sexy haha Great job, take all the time you need on this project :D I would love to see the final outcome :)
Thanks! We also tend to push the engine a bit more than what id did. For instance our maps are on a general basis twice as big as the id maps, when it comes to brushcount.
Also we light our maps differently, which means we don't have many corners with not much detail hidden away in blackness.
I do not mind blackness as long as it's not on main way to destination. It's good if You can "put" it on dead-ends, not reachable places, ceiling and other places that normally should be out of player interest.
Very pretty, also reasonable room to move around. Something I am missing in orig D3. Cant wait to throw around plasma bolts and rockets :D