The Phantom Experiment [Custom Community Map on Prodeus]

Full walkthrough of the level. Used the Prodeus level editor. All of the materials are from the game. The geometry layout of the whole level was done manually using ProBuilder tools built into the level editor. Heavy use of visual scripting in the editor.

The trigger volume is in the 2nd car. It activates the vfx, camera shaking more, sound, lights off (swapping a separate mesh), and 3 versions of the 2nd door (normal condition, locked, then back on with low emissive lights).

There's a trigger volume by the exit door. Once it activates, it closes and locks the door to the 2nd car. The lava has a large 100% damage volume box (I can always change it, but I prefer to make it quick.)

The extra items are in the back, in a slightly hidden spot by the ramp/hill going down. The small platforms for the player to jump back weren't necessary, but I felt that they would help in case the player missed the sub machine gun.

2 waves of enemies. All of them need to be killed to disable the red force field. There's a collectible that will be noticeable to the player. They won't get to it until they're further in the level.

The windows by the entrance will show where the player will eventually reach.

Some of the metal panels and walls are colored according to the colored keys that are nearby. It's a visual guide for the player.

More visual clues on the colored walls and panels, and also the windows. This area introduces the explosive barrels.

The rune collectible item triggers the enemies to appear.

There are 4 explosive barrels in the room: 2 on each side of the figure-8 combat space.

I made another update to add a large health pack and an armor pack on the 2nd wave of this fight. It was actually pretty hard in Very Hard mode. [This was recorded on the Switch version, but the gameplay is the same on PC and consoles]

The walls transition to blue, leading to a blue gate, where the player has to find the blue key.

The button triggers the ProChaos monsters, red lights to appear, and the alert sound. The ProChaos monsters can also attack the zombies and any Chaos monsters. It's somewhat of a hint of what will happen later in the level. A new weapon was also added.

The warp was an additional space to add more gameplay. Less on the combat, and more on having a new space for the player to be in. This is a quick run-and-gun experience.

I made another update to add another large health pack and an armor pack once the portal opens to get the blue key, just in case for the harder difficulty. [This was recorded on the Switch version, but the gameplay is the same on PC and consoles]

Damage volume boxes will appear after a few seconds. I have them placed in each room except where the blue key is located. They're there in case the player decides to move back and watch the gates close. They'll be locked and forced to restart the level.

This is a cool-down period with several ammo and health items to stock up on the way down before the mini-boss fight. The player can grab the orb collectible item that was visible in the 1st floor.

Yellow key, yellow gate. A checkpoint has finally been added (the portals and locked doors during combat in the previous rooms made it impossible to add one early in the level). A trigger volume box there also activates the lift and the force field.

3 waves of combat: The 1st one is light, the 2nd is mediocre, and the 3rd is the Phantom + 4 ProChaos enemies. The Phantom is blocked by the force field.

Once the 2nd wave of enemies is down, the force field for the Phantom will go off, and 4 ProChaos will appear on the 4 platforms that the player can jump on, if they haven't already.

The checkpoint is placed where the player can continually fight in the mini-boss stage.

The Phantom's attacks force the player to hide behind the platform. Once the Phantom dies, another respawns on the ground floor. I wanted to give the idea that the Phantom can reappear after it's shot down. I kept that same idea later in the level.

The orb collectible item will activate the lift. There's also another damage volume box that covers the whole combat space in case the player misses the lift. The checkpoint will stay on the lift, even once it's back up.

The large gate can open (and close). The button also deactivates the force field. The player can either exit through the doors or up the small lift to grab the rune collectible item that was seen at the start of the level.

Another checkpoint was added; there wasn't any combat in between that cool-down period. The combat changes a bit with a herd of enemies and a rocket launcher.

The green key is right by the gate. This was mainly for the sake of having another key in the level. There are 4 in total in the Prodeus game. I originally started with 1, then 2, then 3, and then 4. The green key was the last one I added.

The window will show more enemies, with one new one with a machine gun that the player can grab once they're down. There are 2 Phantoms seen behind the force fields.

Once the enemies in the large room are down, it'll activate the target panels. The player can actually bypass the enemies by the green gate entrance door, and even in the small room. They'll respawn in the room if they're locked by the outside.

The target panels will kill the Phantoms, or at least they will the first time around. This was actually a last-minute idea for a segment that will be shown after a few steps. A warp will then appear.

This is an additional space that was added for the red key and for the player to kill the additional Phantoms, so to speak. I technically needed to find a way to deactivate the enemies once the player exits, and this way was the better option.

The Swarmer weapon is introduced. The buttons will deactivate the force fields from the Phantoms. In the Switch version of the Prodeus game, enemies from far away won't render. The Phantoms had to be closer to the Chaos enemies and the player.

The gate behind the player will close once they press the red buttons. The red gates will open after the Chaos enemies are down. The 2nd checkpoint was placed by the entrance in case the player didn't get past the herd of enemies.

The player can take a bit of a breather in between this time. The Phantoms can respawn after a few deaths. It was the best option to make use of the Swarmer weapon and not introduce more enemies in the space.

I made another update here to add a 3rd checkpoint. For those playing on harder difficulty, this helps fasten the pace when it comes to constant respawns. [This was recorded on the Switch version, but the gameplay is the same on PC and consoles]

There's a trigger volume box by the orb collectible item. The player doesn't have to grab it to open the door. I tried both options. It'll open the door, and the train will arrive. There's another volume box inside the train that'll end the level.

Fight your way out of an isolated military base, where they were creating several ProChaos monsters with a few Phantoms.
P-Link: m-zRm85p5owA

This is a custom community map I made for Prodeus, a retro FPS game that came out in 2022. I started the initial sketch of my idea around October 2024, after finishing the Campaign mode. The blockout stage changed over time as I started adding in enemies. I was working on this off and on throughout 2025, and different ideas started coming in. I also had to trim down most of what I sketched. After several playthroughs, the fastest time on Ultra Easy was roughly 8 minutes, and the longest, depending on the difficulty, can be around 18-20+ minutes.

Overall, this was really fun to make. One of the major key points I learned while building this map was finding the right balance between exploration, the length of how long the wave of battles should last, cool-down/rest periods, and the decision to limit the type of weapons that the player can use.

Date
September 1, 2025