LEVEL DESIGN
"Duality" is a custom map made for Doom 2. Originally, I was going to make this map for a game jam from Steve Lee about nonlinearity, but I didn't have the time at that moment so I've decided to do it now.
The main idea is:Here's the Itchio link where the map is hosted and a Youtube video showcasing a playthrough of the level:
1. First, I started by setting clear goals for the map and deciding the core mechanics and main concept. I also wrote all the possible ideas and issues I could think of and also describing step by step the sequence of the level as I initially imagined it.
2. With these notes in mind, I moved to Photoshop and did a quick and rough sketch. At this stage, I just want a basic top-down to translate into the editor
Rough initial sketch
3 & 4 After solving some initial problems and making sure that the main mechanics were working, I focused on making that initial layout playable in the editor as soon as possible. At this stage, the enemies and items are mostly placeholders, and I'm focussing on getting the sequence and progression of the level right.
Level before playtesting with other people
Once the level was working, I started doing some playtests first on my own and then with friends. Quickly I realized that I had three main problems focused on the left route:
Old version of the left path
The issue with the pillars came down to players not noticing the different textures before activating the switch + thinking that the pillars were only part of that ambush in the big room. I tried multiple things before changing the textures but it wasn't enough. I decided to redo the main room, this time with the button outside the room but with a window leading to the room so players could clearly see the effect. About the textures, I kept trying to use the same texture because it fit better with the overall visual style of the level. Still, in the end, I decided that it was best to go for something more dramatic that would surely catch the player's attention.
Left: Old pillars || Right: New Pillars
The issue about the confusion on the way back was easier to address. I created a new room and tried to make it stand out so it could work as an anchor in the middle of the path. To do that I created a round room with a distinct shape and visual style. The super shotgun is now placed in the middle of the room and the whole room lights when the player picks it up. The player can see a door that cannot be reached right now and on his left, the main path breaks the symmetry of the room making it easier to remember. In this path, the player will also find a secret currently inaccesible and a Cacodemon (which I'm using as a harder enemy in the level) to make it as memorable as possible for the player (it also has the bonus of leaving a corpse which will make the player realize that they were already here).
Final state of room where the path loops back
With these two things in mind, I remade the left side (while trying to throw away as little as possible) And after some final playtests and tweaks I decided it was time to stop iterating on it and called it finished.
Final map
Leaving those problems aside, one of the things that surprised me the most was how hard was to convey to the players how the left path worked. The vents on the right path are very "gamey" and obvious so all of the testers quickly understood that they were a trap. The pillars however didn't stand out at all for any of the initial testers (and even when the trap had already been activated some of them didn't fully realize that it was something general in the map). I was already aware that I was biased and that my judgment on this wasn't to be trusted, even though they looked obvious to me I knew that it was because I was already aware of how they worked. Fortunately, I could ask enough people to play the game to make multiple iterations and improve the chances of players understanding how it works and the latest playtests showed this improvement which was really great to see.
With all that said, it was really fun to work on the project and it was also very different to what I'm used to. The Doom editor was a bit weird to figure out initially, but in the end, I found myself going through the level and doing rooms at a very fast pace which was very rewarding. Now that the map is done I'll move to a different project but I may come back to Doom to make more maps in the future.
Map progress timelapse