I've always enjoyed making DOOM levels since I first
discovered the Doom Construction Kit in Middle School. I think it was perhaps my first foray into
designing and creating actual levels into a computer; before then, I drew level
designs on large pieces of paper for a Sonic the Hedgehog sequel.
Probably something where Tails got to be the main character. |
DCK was immensely enjoyable, and if anything cemented my
desire to be a game designer, that was probably it. I designed levels small and large, as well as
episode-long level sets.
Unfortunately, they have all been lost to time. When DCK stopped being compatible with later
computers, I thought my DOOM design days were over.
It took all the way to the end of college before I decided
to look for DCK again, and found a similar program called Doom Builder 2. Now, to keep my level design sensibilities
sharp, I've decided to design DOOM levels again.
Why DOOM? Why not Unreal
or Portal? Although I could design
levels for those, I find the simplicity and restrictions of the older game to be
more enjoyable challenges. I like the
idea of trying to create a story out of a completely non-story-driven game,
especially by storytelling through level design and gameplay.
My basic philosophy is that the player should generally be
able to understand why everything in the level exists. If they can't, it's not a particularly
well-designed level.
Despite the amount of praise I give DOOM in my
deconstruction of it, and despite the fact that the levels are awesome gameplay-wise, the buildings simply
don't make architectural sense. I have
yet to understand how the Hangar looks like a hangar.
Helicopters ain't gonna land in that muck. |
Since I started to get back into the groove of designing
DOOM levels at the tail end of college, I've been designing some one-shots and
some full-episode mods on and off when I have some free time.
So every once in a while I'll pop a dev log on Scattergamed
that discusses a level I've completed, and I'll have it available to
download. Of course, it's not a flash
game, so you'll need to have DOOM to run it.
But I'll also try to have plenty of screenshots and possibly video
walkthroughs if you can't.
These won't replace the January Engine dev logs, and the
January Engine will still be my top priority, but I thought it would be a good
chance to show some of my level design through these mods just as I show my
programming and gameplay design through the January Engine.
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