Sacrifice is a nine-level DOOM mod with a story and level
design that works from the broad-strokes overarch to the fine granularity of
individual rooms within levels.
The main thrust of the level design is to take the linear
level sequence of DOOM and turn it into a hub-and-spoke design. So levels 1, 3, 5, 7, and 9 will have the
player retracing their steps through a central room to get to the next spoke,
while levels 2, 4, 6, and 8 require the player to go deep into a level and wind
up back at the beginning to exit.
Each level and room should tell its own tale with detailing
and enemy placement, as though little vignettes are taking place that the
player stumbles upon. Rather than
placing enemies for the sake of obstructing the player, each enemy should have
a reason for being in the location that they are in. This also requires rooms that can serve for
three purposes, since different amounts of baddies happen with each difficulty
level.
Using the basic theme of Hell inherent in the enemy design
and textures of DOOM, Sacrifice takes you down to the depths of Hell and
back. In Sacrifice, you play an
infiltrator, gathering intelligence on a cult of Devil-Worshippers by pretending
to be one. You are a low-ranking recruit
in their circle, but you hoped to rise in the chain and gain greater access to
their secret information.
Before you can, however, you are selected to take part in
their sacrificial ritual -- and you are the sacrifice. You are meant to go down into a pit (so as to
be closer to Hell) and shoot yourself in the head, killing yourself, since to
the cult, self-sacrifice of life is the ultimate sacrifice, and Satan is
pleased by such sacrifices.
This back-story gives the player a reason to start with a
gun, which is something I struggled with concocting for the scenario. It's a little convoluted, I think, and I may
change it later. (After all, it's easy
to change back-story when DOOM's back-story itself takes place in the manual.)
I may have the player be a Devil-Worshipper who simply
doesn't want to end his life, or changes his mind on the whole thing, or wants
to raise the Devil in a different way, or whathaveyou. Whatever I end up with for player
motivations, the scenario all starts off the same: you are in the pit, and you
are supposed to shoot yourself, and you decide to climb out and sacrifice some other
Devil-Worshippers instead.
So you begin in the sacrificial chamber, at the bottom of
the pit (I think of something like that scene from Temple of Doom
without the lava). The sacrificial pit
room is the central hub which the player will come back to again and again.
There are five doors leading out of the chamber, though only
one opens. The player will discover, as
the game progresses, that red flames around the doors indicate that they cannot
be opened yet, green indicate the player may enter, and blue indicate the door
has been previously opened. This shows
the player what they have so far accomplished and how much they have left to go
in a rough way.
The hub-and-spoke idea, given that DOOM is obviously linear,
means that the levels have bits and pieces copy-pasted to provide continuity
and appear as hub-and-spoke.
So the Player, at the beginning of level 3, will begin where
they left off in level 1, after making a circuit through level 2. My hope is that this makes the levels appear
more seamless than the original DOOM, which, through its map screen between
levels, showed individual buildings clearly marked, making the levels
themselves as episodic as the game.
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