Doom II: Annie level design – Finalizing the cave’s structure

There’s nothing like a good long walk in the forest to clear your head and get the creative juices flowing again. While I’m currently not troubled by a mapper’s block or anything, going on a hiking trip sure helped to gain some extra inspiration during today’s level design stream.

In the previous stream I was taking on the caves and trying to fill them up with meaningful structures and decoration. Today I continued that effort and came up with a visual style that I can apply to the adjacent buildings as well. I took some inspiration from the secret area building that I developed a few weeks ago.

Consistency is key, as I said so many times before. Therefore I knew I had to make that “brutalist” style (not really but if you watched the streams you know what I’m talking about) appear in a few more areas to evenly spread that specific style throughout the map. I think it worked out pretty well, as you can see in the screenshot below.

The cave building exterior

There’s still loads of work to be done on the map and some more detailing is required in the area you see but we’re definitely getting there. Soon, I’ll pass the map to Zanieon to give it another texture/detail pass and then it’s about time to finalize this piece of work to release it as a one-level demo to the public.

If you want to have a sneak-peak at the level or are interested to learn more about GZDoom level design, feel free to check out my Twitch channel. You can see me live as I develop the map and have a chat with some extremely cool members of our wonderful retrogame-loving Neon Viper community!

In case you like to see how this area came to life, here is the link to the last stream:

Btw, I’ve also started to play through Castelvania II: Belmont’s revenge (Game Boy). One of the best music tracks for a GB game ever, in my opinion. If you like to check that out, I started playing somewhere during the last 30 minutes of the video above. Have fun!

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