2025-03-16: My Prompt to Open AI's Deep Research was:

Analyze what the most popular Doom levels (the original Doom game from the early 1990s, including Doom 2 but not the more recent sequels) and analyze what makes them great. I want a breakdown of key components that great levels need in order to go from average to great. Add tips to level designers for how to make great maps. If possible generate some layouts that exemplify great level design for 2.5D games such as Doom. If you cant generate images, use ASCII art if necessary.

Deep Resarched asked the follow up questions:
Before I begin, do you want the analysis to focus on official levels from Doom and Doom II, or do you also want to include popular custom WADs (user-created levels)? Additionally, do you want me to provide comparisons between official and custom levels, or just focus on extracting the best design principles from the most popular ones?

You can add 3rd party maps that have reached legendary status in the community. But I dont want you to compare 1000s of maps either. Those maps that are regarded as the best from the original games + some epic community additions. I'm not that interesting in hearing comparisons between original and custom, the main goal is to nail the design principals that make for a great map.

Great Doom-Level Design: Official Classics and Community Legends

Classic Doom (1993) and Doom II levels are still praised decades later, and the community has produced legendary maps that push 2.5D design to new heights. Below we analyze what makes these levels great – from their pacing and flow to combat, atmosphere, and exploration – and distill core design principles. We also provide example layouts (in ASCII) to illustrate excellent 2.5D level structures.

Standout Official Levels in Doom and Doom II

Memorable Doom (1993) Levels

The original Doom’s Episode 1 (Knee-Deep in the Dead) by John Romero is revered for its seamless flow and clean layouts (John Romero's Level Design Tips - Helldorado Team). Levels like E1M1: Hangar masterfully introduce the game’s mechanics. E1M1 starts the player in a safe foyer with no immediate enemies on lower difficulties, functioning as a “sandpit” for newcomers to get comfortable with controls (The design of E1M1 ). Yet it subtly showcases Doom’s tech: non-orthogonal architecture, varied floor heights (a staircase), light contrast, and an outdoor area visible through windows (The design of E1M1 ) (The design of E1M1 ). As the player progresses, E1M1 uses visual cues (like flickering lights and candelabras by the exit) to guide them, introduces a low-risk enemy encounter (an Imp in a dark, blinking room to create tension), and rewards curiosity with secrets (a hidden corridor to the outside yielding a power-up) (The design of E1M1 ). This careful pacing – gentle at first, then a dramatic but manageable fight – hooks players immediately.

Other Episode 1 maps continue these strengths. E1M3: Toxin Refinery features an optional side area leading to a secret exit, exemplifying non-linear exploration and multiple routes. E1M7: Computer Station is praised for its looping layout and increasing complexity, unlocking doors that lead back to earlier halls and build the player’s mental map of the base. By contrast, Sandy Petersen’s Episode 2 maps were more experimental and sometimes chaotic in layout, but still produced gems like E2M6: Halls of the Damned, noted for its creepy atmosphere and clever fake-exit trap (a false “exit” room that ambushes the player) (John Romero's Level Design Tips - Helldorado Team). Episode 3 took Doom into hellish landscapes – e.g. E3M2: Slough of Despair (shaped like a giant hand on the automap) is memorable for its open, arena-like yard teeming with demons. And in the later-added Episode 4, E4M2: Perfect Hatred (a John Romero map) became famous for its ferocious combat and vertical design – it throws the player into an intense battle from the start on multiple height levels, epitomizing high challenge with fair design. These official maps show a range of styles, but all the great ones excel in layout, combat setups, and ambience.

Iconic Doom II Levels

Doom II (1994) introduced new monsters and a shift toward sprawling maps. John Romero’s MAP11: “O of Destruction” (Circle of Death) is a fan-favorite for its distinctive layout – a circular central area (the “O”) acts as a hub with multiple paths around it, utilizing height differences (ledges, drop-downs) and a key that unlocks a flow back through the center. It’s also the debut of the Arch-Vile, placed strategically at a distance to introduce this dangerous foe in a memorable way. Sandy Petersen’s MAP08: Tricks and Traps is legendary for its creativity: essentially a series of set-piece rooms, each with its own gimmick (an ambush in a false “safe” room of goodies, a chamber full of cacodemons, a Cyberdemon battle that can be turned against other monsters, etc.). It’s a masterclass in designing varied combat encounters within one level. MAP07: Dead Simple is simple in layout but brilliant in pacing: it locks the player in an arena and introduces the new Mancubus enemies in a clear wave, then triggers a second wave of Arachnotrons when the first is defeated – a scripted progression that was so influential it spawned the “MAP07 special” convention in many custom WADs.

As the game progresses, Doom II’s best maps mix open-ended exploration with tighter fights. MAP14: The Inmost Dens (by American McGee) is often praised for its architecture and flow – a realistic stone fortress with interconnected courtyards and walkways that require the player to crisscross over and under, leveraging vertical sightlines and featuring one of the first uses of deep water effect. MAP20: Gotcha! creates a memorable set piece by staging a duel between a Cyberdemon and Spider Mastermind in view of the player, who can exploit the infight – a great example of using Doom’s monsters themselves as dynamic level elements. MAP23: Barrels o’ Fun earns its name with a famous opening: a gauntlet of exploding barrels that kick off an adrenaline rush of chain-reactions (Favorite Doom II Level? : r/Doom) – a risky gimmick that became iconic.

Many fans agree that MAP29: The Living End is Doom II’s design pinnacle. This Romero-designed level is an expansive cavernous hellscape featuring islands of terrain connected by teleporters, towering cliffs and slime pits, and an ingenious “climbing” progression toward a high exit. The map constantly loops back on itself from new elevations, making the player re-encounter areas from new angles. It maintains non-linear exploration while actually guiding the player through a logical order of challenges (keys and switches that raise bridges or open new paths in earlier areas). The combat is tough but balanced, with numerous moment-to-moment decisions about whether to engage enemies from afar or move in aggressively. A fan aptly summarized the community’s feelings: “The Living End is peak original and official Doom design… Romero was at the top of his game for this one.” (Favorite Doom II Level? : r/Doom) In other words, it exemplifies the best of id’s 2.5D level design: smart layout, vertical gameplay, strong visual theme, and excellent combat flow.

Legendary Community-Created Maps (WADs)

The Doom community has built on these principles, creating countless custom WADs – some of which have achieved legendary status for their level design. Early on, Team TNT’s Final Doom expansions (especially The Plutonia Experiment in 1996, designed by Dario and Milo Casali) demonstrated how far one could push difficulty and enemy placement while still feeling fair. Plutonia is renowned (and feared) for its devious monster placement and traps – for example, well-placed Arch-Viles and Chaingunners that force players to move and seek cover quickly. Its influence on later “challenge map” design was huge (The Roots of Doom Mapping - The Doom Wiki at DoomWiki.org). Around the same time, the fan-made Hell Revealed (1997) pioneered the “slaughter map” style – extremely challenging levels with high monster counts – encouraging players to optimize routes and even inspiring speedrunners (The Roots of Doom Mapping - The Doom Wiki at DoomWiki.org). While Hell Revealed’s gameplay was influential, its simplistic architecture aged poorly (How good is Alien Vendetta? Is it true that it’s the best wad of all time? : r/DoomMods). Mappers soon learned that truly great maps needed not just hordes of monsters, but also atmosphere, balance, and creativity.

One watershed release was Alien Vendetta (2002), a 32-map megawad blending techbases, cities, and hell fortresses. Alien Vendetta is widely regarded as a classic that still holds up today (How good is Alien Vendetta? Is it true that it’s the best wad of all time? : r/DoomMods), and it became “the first great modern megawad,” synthesizing the best of the styles before it (The Roots of Doom Mapping - The Doom Wiki at DoomWiki.org). Its levels range from short, frantic romps to sprawling epics. Notably, MAP20: Misri Halek (an Egyptian-themed level) is often cited as a masterpiece (How good is Alien Vendetta? Is it true that it’s the best wad of all time? : r/DoomMods): it presents a massive nonlinear temple complex with intricate progression, tons of secret areas, and a brilliant mix of exploration and combat. Alien Vendetta showed that a community project could equal or even surpass official IWAD quality, combining advanced visuals with solid gameplay. Similarly, Scythe (2003) by Erik Alm demonstrated how bite-sized, fast-paced levels could be just as compelling – it starts easy and gradually escalates to brutal difficulty by the end, all in a cohesive style. Scythe’s influence came from its elegant simplicity and superb balancing that appealed to both casual and veteran players (The Roots of Doom Mapping - The Doom Wiki at DoomWiki.org).

In recent years, the bar has been raised further by community WADs that marry modern complexity with classic sensibilities. Sunlust (2015) by Ribbiks and Dannebubinga is considered a gold-standard of modern Doom level design. It’s famous for ultra-challenging encounters, but also for its beautiful, creative, and tightly crafted maps (If you're bad at classic doom, play Sunlust. : r/Doom). Sunlust eases the player in with manageable fights and ramps up to grand “slaughter” battles later, showcasing how to tutor the player through difficulty – an exercise in pacing and balance even amid extreme fights (If you're bad at classic doom, play Sunlust. : r/Doom). Other acclaimed projects like Ancient Aliens (2016), Eviternity (2018), and Back to Saturn X (2013-2018) focus on strong thematic world-building and visuals alongside engaging gameplay. For example, Ancient Aliens uses a colorful sci-fi aesthetic and imaginative encounters (including custom enemy behavior) to keep players delighted and surprised. Mappers like Skillsaw (Valiant, Ancient Aliens), mouldy (Going Down), and many others have shown that core design principles remain timeless even as they experiment with new ideas. Whether it’s a one-room gimmick map or a grand adventure map, the best community creations excel in layout, combat tuning, and atmosphere just like the classic levels – and often push those elements to new extremes.



Key Components of Great Level Design in Doom

What exactly makes a level go from average to great? Several core components consistently show up in the most praised maps:

In summary, great Doom levels excel through a combination of smart layout, engaging combat setups, memorable atmosphere, and rewarding exploration. They use contrast and variety to keep the experience interesting from start to finish. As one designer put it, Doom levels benefit from the same principles as any art: landmarks to catch attention, details to reward scrutiny, interconnectedness to make the world feel real, and contrast to make areas distinct (You should make a Doom level, part 2: design / fuzzy notepad). Let’s translate these principles into concrete tips for level designers.



Practical Tips for Designing 2.5D Doom-Style Levels

For those looking to create classic Doom-style maps today, here are actionable design tips distilled from the above principles:

By following these tips, a modern level designer can capture the essence of what made classic Doom maps fun while avoiding common pitfalls. The result should be a 2.5D map that flows well, challenges the player, creates a memorable atmosphere, and rewards exploration. Now, let’s look at a couple of example layout concepts that put these principles into practice.



Example Level Layouts (ASCII Diagrams)

Below are two simple top-down layout sketches (in ASCII art) to illustrate strong Doom-style level designs. Note: These are conceptual and not to scale, but they highlight features like looping paths, keys, secrets, and arena spaces.

Example 1: “Techbase Loop” – a Horseshoe Layout with Key Traps

This map uses a horseshoe loop design and one central hub room. The player will loop around and return to the starting area before exiting, ensuring they see areas multiple times from new angles. There’s an optional secret that provides a shortcut and goodies.

  ____                _______
 |    | Start        |   S   |  Secret overlook (accessible via hidden switch)
 | P  |———Door———+   |_______|  * Contains a powerup and a view into the hub
 |____|       [ Hub Room ] 
   |           (locked exit door)          ____ 
   |              |    ^                 _|    |_ Exit area (raised platform)
   v              |    | Red door      _| Exit  |_ Contains exit switch, locked by red key
 [Hall]          [Lift]_               |  Key   |
   |   Enemies      |  |              _|________|_
   |   ambush       |  v   Opens      |__________| 
   v   when player  | [Red Key Room] (lower level, key ambush here)
 [T-intersection]   |       ^
   |      __________|       |_________
   |     |    Upper walkway (loop back) | 
   |     |   (one-way drop back into Hub) 
   |     |______________________________| 
   v    
 [Blue Key Area] — — — — — — — — — — — — 
 |  Multiple paths through crates        |
 |  (player finds Blue key and a switch) |
 |__Switch lowers lift in Hub___________ |

Layout Description: The player starts in a small room (“Start”) and goes through a door into a central Hub Room. The hub is initially closed off by a locked exit door that requires the red key. There are two branching paths from the hub: one leads to a Blue Key Area (a maze of crates or corridors) and the other is initially a lift that is not usable until powered. The player chooses the blue path first (since the lift requires a switch). In the Blue Key Area, they navigate some rooms (multiple routes, maybe an upper ledge and a lower path that reconverge) and pick up the blue key. Picking it up triggers an ambush (monsters from hidden closets). There’s also a switch here that activates a lift elsewhere.

Returning to the hub, the activated lift now takes the player up to an upper walkway. This high walkway overlooks the hub (the player can see down into it – possibly sniping at new monsters that teleported into the hub after getting the blue key). The walkway leads to a locked blue door which the player can now open with the blue key. Behind it is the Red Key Room. When the player grabs the red key, a trap springs – perhaps the lights go out or walls lower revealing enemies – a classic key trap. The only way out is a one-way drop back into the hub room.

Now back at the Hub Room, the player can use the red key to open the exit door. The exit door leads to a final Exit area, which might be a small arena or simply the exit switch. In this design, maybe when the exit door opens, it also releases a wave of enemies for a last fight (keeping the pacing exciting up to the end). The player hits the exit switch and finishes the level.

Meanwhile, a keen player might have discovered a secret area (S) earlier: perhaps in the hub or near the start, a hidden switch opens a door to a secret overlook. This secret room could let them bypass part of the level (e.g., a window they can jump from to the upper walkway, skipping the need for the lift switch) or just provide extra ammo and a vantage point to preview the Red Key Room through a window (foreshadowing the fights). The secret gives a reward (like a Rocket Launcher) that makes the red key ambush easier. It also demonstrates the principle “if you can see it, you can reach it” (You should make a Doom level, part 2: design / fuzzy notepad) by letting the player access an outside ledge they could see from the start.

Why it’s good: This layout forces the player to loop through areas – when they drop back into the hub with the red key, they see the starting door again, achieving that horseshoe loop effect. It’s non-linear (the order of blue then red key is enforced here, but you could make it so either branch could be first if designed carefully). It has interconnectivity (the hub visible from the walkway, etc.), verticality (lift and high walkway), and a mix of combat setups (initial ambush in hall, a maze-like fight in the Blue Key area, the red key trap, and a finale in the hub/exit). Navigation is aided by the hub acting as a landmark – the player frequently comes back to the same central room. There are at least one or two secrets to reward exploration. This kind of map would feel like a classic Doom base map with modern polish.

Example 2: “Hellish Arena Gauntlet” – Hub-and-Spoke with Progressive Unlocking

This second layout is more combat-focused, with a central arena that the player revisits. It demonstrates a hub-and-spoke design where three branches can be tackled in any order to collect keys, all feeding back into a central arena that changes over time.

              _____________
             |  Demon      |<- Yellow Door (opens after Yellow key)
             |  Spire      |   * Final key door leading to boss fight
             |__(Yellow Key)__|
                  ^
    Blue Door --> |          Red Door -->
   (opens after   |           (opens after 
    Blue key)     |            Red key)
        ________  |  ________
       |        | | |        |    Each wing has a distinct theme & key
       |  Blue  | | |  Red   |    e.g., Blue Wing = caves, Red Wing = lava halls
       |  Wing  | | |  Wing  |    Each contains its key and a challenge
       |__[Blue]_V_|__[Red]__|
             |     |
             |     |    (teleporter returns player to Hub after each key)
             |     |
        ____ v ____ 
       |           |           Legend:
       |   HUB /   |           P = player start
       | Arena     |           B/R/Y = colored key or door
       |      ___  |           S = secret (e.g., hidden passage or item cache)
       |  P  | S | |           Arrow “-->” indicates a one-way drop or door
       |_____|___|_|           Hub/Arena has multiple heights (ledge, floor)
             |              
        Start Area (lower)    

Layout Description: The player starts in a foyer that opens into a large central Hub Arena. This arena has multiple locked doors: one blue, one red, and one yellow, each leading to a separate wing. Initially, only the blue and red doors are present (yellow might be a big gate that obviously is the final goal). The hub itself could have some light combat early (a few weaker enemies to warm up). The player can choose to go to the Blue Wing or Red Wing first – true non-linearity here.

Suppose they pick Blue Wing: they open the blue door (if the blue door is locked at first, you’d need to give the player a blue key in the hub, but more likely the blue door is just an unlocked path leading to the wing’s challenges and the blue key is found at the end of that wing). Inside Blue Wing, the theme might be caverns with toxic slime. They fight through and eventually pick up the Blue Key at the wing’s end. That might trigger a mini-boss fight or heavy ambush in that wing. At the end, a teleporter (or a lift) conveniently brings the player back to the Hub Arena.

Now some change has happened in the hub: maybe new monsters spawned in the arena as a surprise when the player returns with a key. Also, now the Red Door wing is accessible (if it wasn’t before) – it could have been accessible from the start too. The player goes into Red Wing, a series of lava halls or a fiery chapel. They overcome traps and get the Red Key. Again, on grabbing it, hell breaks loose – they fight their way out and teleport back to the Hub.

With both Blue and Red keys obtained, the previously barred path to the Yellow Key / Demon Spire opens (this could be the big door in the hub that required both keys, or perhaps the yellow door was visible but needed switches from each wing). The hub now transforms into a bigger fight: perhaps walls lower to create a larger arena and a wave of monsters (this tests the player using all the weapons and resources they’ve collected so far). After surviving, the player proceeds through the yellow door into the final area (“Demon Spire”), which is a short climactic section culminating in a boss (like a Cyberdemon or Spiderdemon battle) or just an exit switch with a final guardian.

Throughout this layout, there could be secret areas (S) tucked around. For example, a secret in the Hub (marked “S” on the diagram) might be accessible by pressing a hidden switch in one of the wings. That secret could contain a powerful plasma gun – very handy for the final arena fight if found. Each wing could also have a secret room (maybe the Blue Wing has a hidden cache of health in a side cave).

Why it’s good: This design gives the player freedom to choose order (non-linearity) while still ensuring they experience all major parts. The central Hub Arena acts as a memorable focal point that evolves – initially simple, later filled with bodies and scorch marks from battles. The branches (spokes) each have their own theme and pacing: the Blue Wing could emphasize exploration and environmental hazards, the Red Wing could emphasize traps and tricky platforming over lava, etc. This contrast keeps the gameplay fresh. By reusing the hub for multiple encounters, the designer reinforces the layout in the player’s memory (so they don’t get lost) and also can ramp up difficulty – each return to the hub introduces more opposition (maybe the first return spawns mid-tier enemies, the second return spawns an Arch-Vile and his minions). The final key/door being very prominent (the Yellow Spire in the center) gives the player a clear goal to look forward to – they likely saw the imposing yellow-locked gate from the start and knew they’d eventually get there, which is satisfying. This layout also supports environmental storytelling: the hub could be a sacrificial arena (with blood decals, etc.), the Blue Wing might show how the base’s waterworks got corrupted, etc., tying into a narrative of descending into hell. It’s a bit more complex than Example 1, but it illustrates advanced concepts like multi-route progression and arena set-pieces typical of modern Doom megawad levels.


These examples encapsulate many of the design principles discussed: interconnected layouts, thoughtful key progression, ambushes and arenas, secrets, and theme variety – all while maintaining a coherent flow. By studying classic levels and observing what worked (and why), level designers can create new maps that feel just as tight, thrilling, and immersive as the old masters’ works. Whether it’s an official map from 1993 or a community map from 2025, the best Doom levels share these timeless qualities, delivering an experience that invites players to dive in, get lost in the level (but not too lost!), and have a total blast demon-slaying in a well-crafted world. (You should make a Doom level, part 2: design / fuzzy notepad) (Favorite Doom II Level? : r/Doom)