DUSK

Black Industrial Misery for DUSK

Released (updated ago). Ranked 38 of 167 with 262 (0 today) downloads

Published by Skade666 (mod ID: 537945)

1.png
6.png
bim.1.png
4.1.png
8.1.png
3.1.png
5.2.png

80 Enemies, 8 Secrets


As you pass through seemingly endless tunnels you soon find yourself on the street of a massive, gray and bleak town completely sunken in darkness aside from the occasional streetlight. As you focus your vision on the monolithic pillars of concrete that once made out the homes of the town, you can't help but feel a sense of complete and apocalyptic loneliness, and as the darkness wraps around you you can't help but feel as though you're being watched. Despite the contradicting feeling of solitude the location gives up you notice that the very walls of the town seem to breathe...


Author's comments: This map is intended to be part of a 3 episode mod taking inspiration from the base game while featuring a bit more of a challenge, therefore I do not recommend first playthroughs to be played on Cero Miedo unless you are pretty good at the game. The map was inspired by E1M9 (Or Ghost Town) and Shinings "Black Industrial Misery" (Svart Industriell Olycka). Also this is my first ever mod for DUSK so if you enjoy it please leave some positive feedback :D


Recommended settings:

Everything on default (this is what I used when making the mod).

Dusk Noir preset: Makes the map darker and gives a lot of atmosphere.

Retro Filter: Makes the map darker and a lot more horror inducing, may be disorientating.


How do I install this mod?
In order to install the mod you have to use the DUSK SDK, however I will assume you have this version of DUSK set up.
To install this mod simply unzip the file and put the "Black Industrial Misery" folder inside the
Steam\steamapps\common\Dusk\SDK\mnt\local folder path. To activate the mod navigate to the "modding" tab in the SDK
and check the "DUSK Base Content" and "Black Industrial Misery" boxes. After clicking "apply" the map should show
up in the Campaign>Custom level section.


Special thanks to Vriska for providing a lot of help in the development of this mod (including playtesting)

Releases

FilenameSizeVersionAddedOptions
black_industrial_misery.1.zip25.24mb1.0.2

black_industrial_misery.2.zip26.3mb1.0.1

black_industrial_misery.zip23.76mb1.0.0

8 comments

Join the community or sign in with your gaming account to join the conversation:

xvertigox
xvertigox @xvertigox

- This map starts off with a bang - the opening shot is fantastic. The darkness combined with the yellow street lights and droning, ambient music set the scene perfectly. Once you start moving around monsters in nearby buildings and rooms will have their groans and growls layered in with the music, it sounds appropriately creepy and foreboding.

- The layout is exactly what I want from a city map. The non-linear switch hunt in the first section lends itself well to exploring and finding hidden goodies. I did notice that the switches and doors didn't have any sounds, I'm not sure if this is an SDK limitation or oversight. I also noticed that every time I flipped a switch it said 'Only 3 switches left' or something to that effect. That may be saving and loading breaking the map a bit, I'm not sure. I had another issue where a large chunk of the monsters were unresponsive, I could run around them and kill them at my leisure. Again, I'm guessing that's the saving/loading breaking the map as a part of a bug of the current version of the SDK.

- I noted that I could climb up to an adjacent roof, near the MG to the left of spawn. There's nothing up there but I think a single coin or something could be a nice little acknowledgement of the player's curiosity.

- There were some invisible walls near the first jump pad that I think could be turned into buildings instead. The invisible walls feel quite unnatural.

- The overall darkness worked quite well. I expected to get annoyed but it but the flashlight is competent enough that it wasn't bad. One thing I did notice was that there was a lamp in one of the buildings. This lamp was a physics prop and did actually emit light which made it fun to knock over and see it light up the room in different ways. I think you could include a small handful of lamps scattered across the map indoors - not really to increase visibility but because it's fun to knock them over.

- Speaking of the dark, I had a cool moment where I strafe jumped past some mages to aggro them then strafed back down the street to pick them off with my hunting rifle. On my second shot I, apparently, hit a weindigo who then became visible. I had no idea he was even there, it was a really cool little moment and all thanks to the low light conditions.

- I found a secret by breaking through some glass and getting into a building. The glass itself was invisible. Again, I'm not sure if it's a SDK limitation or an oversight but it would be great to use a texture and set the translucency on the brush.

I really enjoyed this map and am looking forward to playing the third and, so far, final map in this series. I do think that the map suffers quite a bit from engine bs and that it will, hopefully, be feel more polished when the SDK update releases.

Skade666
Skade666 @skade666

Thank you so much! And yes, the errors you mentioned must be saving related as none of those issues are actually there for me or anyone else who played it in one go, including the glass textures (which are there). As for the lamp thing, I initally wanted the map to feature more candles because I like their look but because dynamic lights are very bad for performance I can't use too many light objects that can be moved (this is also why mages and other enemies with particles and light emission are bad for performance). This and my other maps will be partially redesigned once I'm done with the map pack, mostly things like making switches brighter and fixing small issues but I will look into some of the things you mentioned in the future update :)

Schnörkel
Schnörkel @schnrkel

This is a really great level. I like how you can start with different paths at the beginning. There is good use of space in the map as well, it feels like a real place. The big fight down below is tough but it has good cover to balance that out.

Skade666
Skade666 @skade666

Thanks man, stay tuned for my next level coming soon :)

potatothinking
potatothinking @potatothinking

I personally recommend that you play on the Strelok or Cold preset. Some moments made me laugh out loud. Superb attention to detail. The kitchen inscription in the first building is my favorite. Performance is on the level.

Skade666
Skade666 @skade666

thank ye laddie!

TransRightsForever
TransRightsForever @transrightsforever

Good show! <3

Skade666
Skade666 @skade666

:D