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Description

In this project, the task was to create a level from Doom, similar to the first level from the original game.

Before I could start building the level I had to answer a few questions. These questions were:

 

  1. What is the high concept of the level?

  2.  What is the purpose of the level?

  3.  What are the design goals of the level?

  4.  What is the theme of the level? -> mood board

  5. Which enemies and objects will the player find in the level?

 

Besides these questions, it was necessary to have a basic structure of the level through the presentation of a molecule design map. This concept is then extended by a proximity design map and finally completed by a detailed design map, where all items and weapons can be found. Here I will take the main points from the level design document. 

 

High Concept

The player reaches the warehouse and needs to complete the level by getting the red and blue keycard. He needs to use all of the abilities which he learned before and he gets the possibility to use the teleporter before he can reach the next level.

Purpose

At this point, I define the purpose of my level. It is important to explain what the player can expect in the level or what game mechanics he will learn.

  • Exploring

  • Combat Shooting against enemies

  • Unlocking different color doors with specific keys

  • Optional: Searching for secrets

  • Surprised when revealed a secret

 

Design Goals

Design Goals describe the achievements that the player should make at the level.

  • “Where am I going to find the key?” (player gets stuck when exploring all rooms)

  • “I know where I am and I know where I need to go now” (player needs to orientate where he is)

  • “Oh no, an enemy!” (player gets surprised when he opens a door and sees an enemy)

 

Theme

The theme should be a warehouse on the moon or planet Tei Tenga. The player must associate the title with the level.

Mood Board

The mood board should serve as inspiration for the level. Screenshots from other games or real-life can be taken. Here I have three pictures for the level Cursed Warehouse.

Elements Used

This table lists all the items and weapons that the game contains. So you can take the table for each level in the game and mark the relevant enemies, items, pick-ups, or obstacles.

Maps

The Molecule Design Map is used to get a rough layout of the level. This gives the level designer a visual overview of the structure and makes it easy to identify any problems that may arise. At this point, the most important thing for me was that the keys are very far apart so that the player is forced to explore the entire level.

Molecule Design
Once the level designer is comfortable with the layout of the level, a proximity design map is created that visualizes the layout and design of the individual rooms. This is how I started to design the rooms in the style of the original.

Proximity Design
Finally, the Detail Design Map is created, in which the pick-ups, weapons, and keys are finally marked.

Detail Design

Level Design Demo

Now I'll show you a walkthrough through the level with comments to describe certain parts. 


There is no interaction with enemies or weapon switching.