After making an alpha or proof-of-concept of level 1, I
decided to dive right into level 2.
To separate the look of each level, I've decided to make
each have a certain color scheme and theme.
So while the first level was mostly wood with hints of marble, this
level would be mostly marble, with hints of red.
The red being blood and fire. |
Level 2 naturally flowed from the idea of ending level 1 in
a secret chamber, where imps came out, so I decided to make level 2 a fortress
made and run by imps. The majority of
the enemies here are imps, although demons, spectres, and both kinds of humans
make appearances.
I am also thinking of making Barons of Hell be the boss of
this level, to create a hierarchy of demons that reign in Hell. Imps are the peasants of Hell, and Barons
are, well, the barons.
Since we have a full fortress here, rather than just a
church, the level is a lot bigger, and being only about 60% done, it's already
much larger than level 1.
Everything so far except the really long stairs, which you can see beginning at the bottom. If I showed that, there would be no detail in this pic at all. |
But then I had to consider, what is it a fortress of? What could it be protecting, or damming? I decided upon the storyline that the
fortress acts as a gateway between Hell and Earth.
The devil-worshipping cultists, then, while having stumbled
upon something great, are still small fries.
Their only connection to Hell is the fortress, and they think Imps are a
big deal.
But enough of this backstory; it doesn't come out much so
far in the grand scheme of things, especially when you're playing
moment-to-moment.
So the player begins by going down a very long stairwell
that ends in the main circular hallway of the fortress. There are bodies at the top of the stairs
where previous cultists have gone, only to be killed immediately upon entering
the unholy place.
Most of the doors require keys, but one room does not. It is a dining room. Or perhaps it is dinner theatre, since two
men are standing on a table fighting each other when you enter.
I pretty much ripped this right out of King's Quest: Mask of Eternity. I have no shame. |
Of course, the place goes nuts when you walk in, and
everyone tries to kill you. My hope is
that, if timed right, one of the two men on the table will shoot the other one
in the attempt to shoot you, and it will appear as though they were fighting
each other all along. I've been trying
to use the AI to the best of my ability to create these set pieces.
Also in the dining room is a body roasting in a pit, on what
is the closest DOOM offers to a spit.
This is also right by a pile of bodies, showing that imps use the
sacrifices given from above as meals.
There is also a shaft nearby that the player can't see quite yet, and I
would like to incorporate the shaft back into the first level, or perhaps the
third, so the player can see where the bodies are dumped.
"Sorry, sir, lobster is not on the menu today." |
There are also planted trees which are mostly rotten
scattered in the walls.
Just past the dining hall is a torture room with a viewing
area. Although there are imps watching
the torture show when you walk in the dining hall, the player probably won't
see them because they hear the commotion and come running. I've tried to block the sound so the imps
don't notice until you come up to them, but the effect is more cheesy than
anything, so I left it with only the implication of a viewing spot.
Although I suppose you need those little binoculars to see from the balcony. |
In the torture room there are both demons and humans, all
kept in separate cages, except for the center cage where demons and humans have
deathmatches. This also gives off the
suggestion that Demons are wild creatures in Hell, not nearly as smart as the
humanoid Imps are.
There is a secret chamber in the torture room where
confiscated weapons are kept, so the player can stock up. The torture room is meant more as a bonus
area than as a necessary area to go.
There are a few more extra areas that provide some depth to
the story. One is the shaft I mentioned
before, where bodies pile up, and the player can reach a previously seen but
unreachable armor.
You were supposed to be one of these. |
There is also a room that has a couple of imps in it, and a
second, smaller room next to it with a chainsaw. If you look carefully you see papers on a
desk.
This is actually the head landscaper's office, and he has
both his own planted tree and a few bottles of water (Health pickups) to
it. As well, the walls in the hallway
outside his office are crawling with ivy.
I hope that this is obvious, and if not, it at least appears to be an
office of some kind.
Even Hell has paperwork. That's why it's Hell. |
Past that hallway is another torture room, but apart from
the rowdiness of the main torture room or the dinner theatre is a room for more
private affairs, where one or two imps can get up close and personal with their
victim.
This room is being renovated, however, with a new tree being
planted in the wall. There is a tree in
a pot, and a step ladder to climb up, as well as a couple of imps working to
get it in the wall.
Past the tree the player will discover a network of tunnels
where Demons and Spectres roam free. The
player can walk behind the walls to see the dining room from a new angle, as
well as find a body of a man who was hiding there.
I am considering making the cave system much larger and
maze-like, perhaps with bonus detours that can lead the player to some nice
loot or cute vignettes. Perhaps the
landscapers have their own little hangout here.
A very very dark cave. Going for as much of a natural lighting feel as possible. |
Eventually beyond the cave system the player will come to a
place where a second tree is being planted in another huge hall. The player can pick up a blue key here, and
find his way back to the main circular hallway.
There is also a hall that connects the rectangular hall and
the private torture room, with a hidden backpack. This is the "proper" way to go, but
if the player went this way, they would see the blue key and be unable to reach
it.
"How do I get up there?" |
After coming back to the main hall, the player can use the
blue key to open another door, leading to self-immolation chambers which mimic
the cultists' similar chambers in the previous level. This is meant to provide some continuity and
show that the cultists get their ideas of Hell straight from this fortress.
This is where I am, at the moment. I have a whole other section to
complete. I've been trying to come up
with some new features that seem fresh and interesting, instead of mirroring
the other side of the level. I am
considering keeping with the self-immolation theme and saying that this wing of
the fortress is meant for imps to torture themselves.
After that wing, the player will come back out in the
rectangular hall again, and back into the circular room. The player will then be able to open up the
center circle and find a throne room which will have a Baron or two, and a red
key, which the player will use to get out of the fortress, going back up the
stairs the way he came.
Overall, so far, level 2 seems to be working out much better
than level 1. Not just for the detailing
and the size, but for the challenge as well, due to the fact that the set
pieces don't get in the way of a fair fight.
It's extremely tough, but possible if you have a good strategy, and you
don't feel trapped at any point.
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