2025-03-16: My Prompt to Google'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.
The original Doom, released in the early 1990s, including Doom II, remains a landmark title in the first-person shooter genre, and a significant factor in its enduring popularity lies in the intricate and engaging design of its levels. These virtual spaces not only provided a stage for intense combat but also showcased groundbreaking technology and fostered a sense of exploration and discovery. Analyzing the most popular levels from this era reveals key components that elevate level design from average to exceptional, offering valuable insights for aspiring map creators in 2.5D environments.
Several levels across Doom and Doom II have consistently been recognized for their impact and memorability. In Doom, E1M1: Hangar stands as arguably the most iconic level 1. Its initial design effectively introduced players to the game's mechanics and the capabilities of its engine, featuring non-orthogonal walls, varying floor and ceiling heights, and dynamic lighting 3. E3M6: Mt. Erebus is another standout, notable for its expansive, almost entirely open design, a groundbreaking concept at the time that influenced future FPS level design 1. The secret level E3M9: Warrens also garnered attention for its playful subversion of player expectations by initially mirroring the first level of the episode before revealing a challenging boss encounter 1.
Doom II also boasts its share of celebrated maps. MAP02: Underhalls is frequently cited for its intense close-quarters combat and the early introduction of the super shotgun 4. MAP07: Dead Simple is another iconic creation, a straightforward arena focused purely on relentless combat against waves of mancubi and arachnotrons 6. MAP08: Tricks and Traps is remembered for its memorable and often cruel challenges, including a notable encounter where a Cyberdemon infights with Barons of Hell 6. MAP29: The Living End, the final level before the Icon of Sin battle, is considered a fitting and challenging conclusion to Doom II 4.
Beyond these specific examples, the community has also consistently praised certain design styles found within Doom levels. These include military-themed levels with brown textures and metal, tech lab environments reminiscent of Knee-Deep in the Dead, fortress-like maps utilizing natural stone textures, and inferno levels blending these styles 8. City levels, pioneered by Sandy Petersen in Doom II, also represent a significant and sometimes divisive style, offering more realistic urban environments 8.
Analyzing these popular levels reveals several recurring components that contribute to their greatness.
Layout and Flow: A well-designed layout is crucial for player navigation and engagement. Levels like E1M1 effectively guide new players while subtly showcasing the game's features 10. The 'U' or 'C' shaped layout of Hangar allows for visual connections between areas and encourages revisiting, reinforcing spatial understanding 10. Mt. Erebus, with its open design, provides a sense of freedom and exploration, contrasting with the more claustrophobic feel of Underhalls 1. The flow of a level should feel natural, guiding the player towards objectives without excessive backtracking, although strategic revisiting of areas, as John Romero advocated, can enhance the understanding of the 3D space 11.
Enemy Placement and Encounters: Thoughtful enemy placement creates engaging challenges and memorable moments. Underhalls' overwhelming number of strategically placed Shotgun Guys emphasizes the power of the newly acquired super shotgun 5. Dead Simple's design focuses entirely on escalating waves of powerful enemies in a confined arena 7. The imp on a ledge in Hangar's slime pit room serves as a less threatening introduction to projectile-based enemies 10. Varying enemy types and creating scenarios that encourage specific weapon usage are hallmarks of strong level design 13.
Resource Management: The strategic placement of weapons, ammunition, and health pickups is vital for maintaining a balanced challenge. Underhalls provides an ample supply of shotgun shells, aligning with the prominence of the Shotgun Guys 5. The invulnerability power-up at the start of Mt. Erebus allows players to explore the dangerous lava-filled environment 14. Avoiding the immediate granting of the most powerful weapons, like the BFG, can build suspense 15. Providing access to the dropped weapons and ammo of fallen enemies also contributes to resource management 15.
Secrets and Exploration: The inclusion of secrets encourages exploration and rewards observant players. E1M1 is known for its well-hidden secrets, including a switch to access the outside area 1. Mt. Erebus features a secret exit, adding replayability and a sense of discovery 1. Secrets should be imaginative and not simply hidden doors with different textures 15. The act of solving a puzzle to uncover a secret, as seen in E3M3: Toxin Refinery, can be particularly rewarding 16.
Atmosphere and Immersion: The visual and auditory elements of a level contribute significantly to its atmosphere. Hangar's "dark and gloomy corridors" create a specific mood, enhanced by the iconic "At Doom's Gate" music 1. Underhalls' dark and claustrophobic nature, paired with its music track, enhances the feeling of being trapped in a hellish invasion 5. The revolting imagery of The Spirit World in Doom II creates a sense of unease and danger 6. Contrast in lighting, sound, and action keeps levels interesting and prevents monotony 11.
Technical Execution: While not immediately apparent to the player, attention to technical details like texture alignment and consistent grid usage contributes to a polished and professional feel 12. John Romero emphasized the importance of strict texture alignment in his design principles 12. Avoiding inescapable traps or areas that force the player to rely on glitches or external tools is crucial for a positive player experience 15.
Pacing and Progression: The pacing of a level, and the overall progression through a set of levels, is important for maintaining player interest. Underhalls quickly throws the player into action, contrasting with the more exploratory nature of Mt. Erebus 5. Well-received level sets often increase in difficulty towards the end 15. The introduction of new weapons and enemy types at a steady pace, as seen in the Doom II progression, keeps the gameplay fresh 18.
Memorable Moments and Set Pieces: Great levels often feature unique or memorable moments. The Cyberdemon versus Barons of Hell encounter in Tricks and Traps is a prime example 6. The initial view of the outdoor area in Hangar was groundbreaking for its time 3. The fake exit in E2M6: Halls of the Damned adds a memorable twist 2.
Drawing upon the analysis of successful Doom levels and the wisdom of experienced designers, several tips emerge for creating great maps in 2.5D environments:
Start with a Strong Concept: Define the purpose and theme of your level early on. Do you want to teach the player, scare them, or challenge their combat skills11?.
Focus on Layout and Flow: Plan the overall structure of your level, considering how players will navigate and how different areas will connect. Encourage revisiting areas to enhance spatial understanding 11.
Strategic Enemy Placement: Carefully consider where and how you place enemies to create engaging and varied encounters. Introduce enemy types gradually and in ways that highlight their unique characteristics 13.
Balance Resources: Ensure a fair distribution of weapons, ammunition, and health, appropriate for the challenges the player will face. Avoid giving the most powerful items too early 15.
Reward Exploration with Secrets: Incorporate well-hidden and rewarding secrets to encourage players to explore every nook and cranny of your level. Make secrets imaginative and not just texture mismatches 11.
Craft Atmosphere: Pay attention to the visual and auditory design of your level to create a compelling atmosphere. Use lighting, textures, and music to enhance the mood 11.
Maintain Technical Quality: Be meticulous with texture alignment and ensure your level is free of inescapable traps or glitches 12.
Vary Pacing and Difficulty: Introduce moments of intense action alongside periods of exploration or puzzle-solving. Gradually increase the difficulty as players progress 15.
Create Memorable Moments: Aim to include unique encounters or set pieces that will stick with players long after they finish your level 2.
Provide Clear Signposting: Guide players subtly through your level using visual cues and landmarks. Ensure players generally know where to go after solving a puzzle or finding a key 11.
Playtest and Iterate: Thoroughly test your level and be open to feedback. Iterate on your design based on your own observations and the input of others 17.
The following are simplified ASCII art representations of level layouts that exemplify good design principles in 2.5D games like Doom:
Example 1: Hub-and-Spoke Design:
#####
# #
# H #
# #
#####
/|\
/ | \
A B C
(H = Hub, A, B, C = Branching areas with different challenges/resources)
This design allows players to return to a central area, reinforcing their understanding of the level's layout. Each branch can offer distinct gameplay experiences or resources, encouraging exploration of all paths 11.
Example 2: Linear Progression with
Strategic Enemy Placement:
S
->---E1---#---E2---#---E3---> X
(S = Start, X = Exit, E1, E2, E3 = Enemy encounters, # = Key/Switch)
This layout provides a focused path, guiding the player through a series of carefully orchestrated encounters and challenges gated by keys or switches. It emphasizes a clear progression and can build tension effectively 19.
Example 3: Vertically Layered Area:
^^^^^
(Ceiling)
[===] (Platform)
| |
----- (Floor)
```
*
This illustrates the use of verticality, a key feature of Doom's
engine. Platforms at different heights can create interesting combat
scenarios and opportunities for ambushes or strategic positioning.
This adds visual interest and gameplay complexity [1, 20].
Example 4: Arena with Cover and Monster
Spawn Points:
#####
#
. #
# M #
# C #
# . #
#####
(. = Cover, M = Mancubus spawn, C = Cacodemon spawn)
This represents a simple arena layout, focusing on direct combat. The inclusion of cover elements allows for tactical maneuvering, while varied monster spawn points keep the player engaged and challenged 6.
The enduring popularity of classic Doom levels is a testament to the skill and creativity of their designers. By focusing on a combination of thoughtful layout, strategic enemy placement, balanced resource management, rewarding secrets, immersive atmosphere, technical proficiency, effective pacing, and memorable moments, these levels transcended mere virtual environments to become integral parts of the gaming experience. Aspiring level designers can learn valuable lessons from these timeless examples, understanding that great level design is not just about filling space with monsters, but about crafting engaging, challenging, and ultimately unforgettable journeys for the player. The principles exhibited in these early 2.5D environments continue to hold relevance and can inspire new generations of level designers to push the boundaries of virtual world creation.
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3. The design of E1M1 - soulsphere.org, hämtad mars 16, 2025, https://soulsphere.org/apocrypha/e1m1/
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5. SSGs and Shotgun Guys - A 3,000 word essay on American ..., hämtad mars 16, 2025, https://www.doomworld.com/forum/topic/139094-ssgs-and-shotgun-guys-a-3000-word-essay-on-american-mcgees-underhalls/
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9. [DOOM] Sandy Petersen's Level Design - YouTube, hämtad mars 16, 2025, https://www.youtube.com/watch?v=w9oG2LBuMwY
10. The design of E1M1 - Doom General Discussion - Doomworld, hämtad mars 16, 2025, https://www.doomworld.com/forum/topic/58509-the-design-of-e1m1/
11. LESSONS FROM HELL: John Romero's Level Design Rules for DOOM - I Cast Light!, hämtad mars 16, 2025, https://icastlight.blogspot.com/2024/01/lessons-from-hell-john-romeros-level.html
12. A little level design tips thread. - Doom General Discussion - Doomworld, hämtad mars 16, 2025, https://www.doomworld.com/forum/topic/95288-a-little-level-design-tips-thread/
13. Doom & Doom II - Completion Perspective : r/patientgamers - Reddit, hämtad mars 16, 2025, https://www.reddit.com/r/patientgamers/comments/8ymjbn/doom_doom_ii_completion_perspective/
14. E3M6: Mt. Erebus (Doom) - The Doom Wiki at DoomWiki.org, hämtad mars 16, 2025, https://doomwiki.org/wiki/E3M6:_Mt._Erebus_(Doom)
15. Tips for creating good WADs - The Doom Wiki at DoomWiki.org, hämtad mars 16, 2025, https://doomwiki.org/wiki/Tips_for_creating_good_WADs
16. Favorite original Doom maps? - Classic Gaming Message Board - GameFAQs, hämtad mars 16, 2025, https://gamefaqs.gamespot.com/boards/204-classic-gaming/73341477
17. Common mistakes among new mappers? - Page 2 - Doom General Discussion, hämtad mars 16, 2025, https://www.doomworld.com/forum/topic/148937-common-mistakes-among-new-mappers/?page=2
18. Doom 2 level design is very gimmicky - Page 2 - Doomworld, hämtad mars 16, 2025, https://www.doomworld.com/forum/topic/134282-doom-2-level-design-is-very-gimmicky/?page=2
19. Level design double standards & pseudo-intellectualism has become a problem : r/Doom, hämtad mars 16, 2025, https://www.reddit.com/r/Doom/comments/d55st9/level_design_double_standards/
20. Doom metrics | The Level Design Book, hämtad mars 16, 2025, https://book.leveldesignbook.com/process/blockout/metrics/doom