How is the level design in minidoom1? In short: not very good.
All levels where made in just a couple of days (had some additional days for the boss fight though). I didn’t have time to properly plan the maps and it shows.
During the crunch time I focused on making each level feel unique. So I tried to focus on a different mechanic in each level. And in making sure the key-cards worked as Check Points.
1st – Make it like original Doom, going right
2nd – Pass through platforms, going left and returning
3rd – Barrels, acid, exploration.
4th – Vertical movement, flying enemies.
5th – Short and difficult, plus the boss fight.
Let’s check out the first level and see how faithful it is to the original Doom.
In this first area I just tried to reproduce the look in 2D.
Next there is a staircase that leads to the first armor, some windows and pillars.
Then there was this short tech section.
Then there were the first acid pools with two imps shooting you from above. Very much alike.
Then this final section, I remember that in the higher difficulties you could find a pink demon here and of course; the candles leading to the exit.
It was a good translation to 2D but it was not so intuitive to play. It didnt teach the mechanics well.
So in Minidoom2 we will not focus on making a faithful reconstruction.
Well just make it better to play.
See you next time.
Sneak peek: The effect of one of the new weapons. What could it be???
It’s nice to hear that MiniDoom 2 will have there own original looking levels. Less creative restriction and more freedom.