It’s a pretty ob­vi­ous state­ment, es­pe­cially in re­gard to mak­ing a Doom map - what could be more ex­cit­ing than pick­ing up a toolkit of clas­sic and well-de­signed weapons and en­e­mies, and remix­ing them into a new ex­pe­ri­ence of your own cre­ation? Per­son­ally, I get ex­cited about ex­per­i­ment­ing and try­ing new things. The Doom en­gine is won­der­ful, and the sour­ce­ports - up­dates to the en­gine that give it op­tional new func­tion­al­ity and en­sure it runs on the lat­est hard­ware - make it a breeze to work with. But there are a few spe­cific lim­i­ta­tions and ar­eas that let it down.

Doom is at its weak­est when try­ing to rep­re­sent or­ganic or out­side en­vi­ron­ments. The en­gine is limited to flat sur­fac es with no slop­ing, which is perfect for rep­re­sent­ing the cor­ri­dors of a high tech base, but not so great for the yard out­side. I wanted to tackle this prob­lem, and it was hugely mo­ti­vat­ing and ex­cit­ing to try. My level in­cludes a large out­door court­yard and a labyrinthine cave

sys­tem - pre­cisely the type of things you should avoid in a Doom map - but try­ing to tackle har d prob­lems and push bound­aries is what ex­cites me.

My mind­set shifted from “mak­ing a Doom map” to “solv­ing a prob­lem that no one had re­ally cracked, in over twenty years”. I know that might sound silly. After all, it’s just a Doom map. But don’t be afraid to get ex­cited about and find mean­ing in e ven the small­est things.

In short my so­lu­tion drew on the fact that na­ture of­ten or­gan­ises in re­peat­ing geo­met­ric pat­terns, and since the re­lease of Minecraft, peo­ple have been open to more ab­stract rep­re­sen­ta­tions of reality, and have come to un­der­stand that lack of graph­i­cal fi­delity or lit­eral re­al­ism is no bar­rier to im­mer­sion.

Con­cept art and ref­er­ence photo draw­ing on the idea of re­peat­ing pat­terns in na­ture

De­tail of the cave en­trance map

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