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:
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.
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.
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.
Design Goals describe the achievements that the player should make at the level.
The theme should be a warehouse on the moon or planet Tei Tenga. The player must associate the title with the level.
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Molecule Design |
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Proximity Design |
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Detail Design |
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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.