Doom Inspired Level - Personal Project

Timeline: 2 Weeks

Team Size: Solo

Role: Level Design

This level was inspired by Doom 2016 and Doom Eternal gameplay. There are three different arenas in the level, the first is a cave with different rock formations that allow for several smooth paths around the map to clear the enemies. The second is a dilapidated fortress with crumbling staircases that can make the player fall if they stay in the same place for too long. The third is a rising tower with waves of enemies that spawn before a boss fight at the end, using the cages the enemies spawned from as cover.

As a part of creating this level I’ve created several blueprints to support it including a enemy manager jump pad, and a player dash.

Demo

Blueprint Demo

Jump Pad

Simple Jump pad that launches the character when they collide with it.

Respawn

Trigger volume placed across the water in the level that sends the player back into the level when they collide with it.

Falling Stairs

Blueprint that enables physics on certain stairs a few seconds after the player touches them, then deletes them after a few seconds to save performance.

Enemy Manager

Enemy Manager that collects every enemy/ enemy spawner when the game starts. Enemies report back to the enemy manager when they are shot. The manager can trigger events when all enemies or a partial amount of enemies in the level are killed. The manager is easily scalable, designers don’t have to manually add enemies to be tracked, they are automatically collected.

Seamless Level Transition

Trigger Volume that moves the player and the entire tower they’re in to the other part of the level. This works because anything the player can see while in the tower is also being moved so it’s not immediately obvious they’re in a different location until they leave the tower in a completely different area.

Dash

Simple dash that moves the player forward when they press Shift with a small cooldown. Also checks the geometry in front of the player so they don’t clip into objects.

Wave Spawns

Further use of the Enemy Manager BP that groups the enemies into waves and spawns the next wave by dropping hanging cages when the current wave is cleared.

Wave Finale Sequence

Series of sequencers that play when each set of three waves is cleared to move the arena, and progressing the area to the point of the boss fight.

Full Level Playthrough