To get back into the swing of things with DOOM (and
hopefully getting back into
Sacrifice), I'm making a quick one-off level to
warm me up.
The purpose of this level isn't so much to be great design,
or intricate, or anything, but mostly to work on my decorating skills. I often find that my levels tend to look
bland, either by being big open spaces or tight little corridors, with the same
texture often repeated. So for this level,
I'll be trying to split things up into sections, and adding as much fine detail
as I can. We'll see if I go overboard.
But level design-wise, the idea for "The Mine" is
to work in concentric circles. The inner
most circle will be the end, but since measuring things all out perfectly
beforehand is impossible, and I probably wouldn't give myself enough room in
the middle if I started from the outside, I'm instead starting at the end, and
working my way out to the beginning.
Visually, the start of the level will be outdoors, with a
cylindrical building in the middle. The
building will start with a sci-fi (or at least building-ish) theme, then go into
a more natural rock formation, since the building was created over a mine. Going deep enough into the mine, in turns
itself into the green marble motif, and finally into a red hellish motif,
ending with one final hole to jump into. The whole level will drop in elevation as you go.
This is the first try at some detail. It's very, very red. Probably far too red, which is why I tried to
provide some variety with the candelabras.
But more importantly, I'm trying some things with the ceiling, which is
something I often forget about. I'll be
trying a lot of funky things with the ceiling as I go.
I wanted the level to be a lot darker, at least this portion
of it, but things seem to go gray over distance when the lights are low. Perhaps I'll lower the brightness later, but
for now, it's at the default. There is a
smidge of brightness-changing here, with the center hole being brighter than
the rest to draw you in, but it may be too subtle, so lowering the ambient
light will help.
Perhaps I'll also figure out how to break up the floor, so
it doesn't seem so bland.
But that's what this level is all about, so I'll continue
with lots of little tweaks and details as I go.