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Doom Eternal

Description

Nervous Hellish is my first Custom Map for Doom Eternal, its a linear blockout level focusing on encounters and traversal, The map contains smaller encounters and one tougher challenge. The map also contains traversal mixed between areas

Project Summary

  • Game Type: First Person Shooter - Action Shooter)

  • Genre: Sci-fi, FPS

  • Platform: PC

  • Role: Level Designer,

  • Development Tools Used: id TECH 7 : Id Studio Laucher, Miro,

  • Team Size: 1

  • Bethesda Mod website : link

Gameplay

This level combines fast paced combat with traversal mechanics like wall climbs, bounce pads, and vertical platforming. Players must quickly adapt between short and long range combat zones while managing resources like health and ammo. Enemy waves are triggered at key points to build intensity, with combat pacing shaped by spatial progression and elevation shifts.



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Video



Core Design


This level was designed as a custom Doom Eternal map focused on intense single player combat and forward momentum. The core goal was to deliver high tempo gameplay that challenges players through enemy waves, arena design, and traversal. I aimed to create a flow that mimics official campaign pacing, mixing arena battles, platforming segments, and resource pickups to keep pressure consistent but fair. Combat encounters were designed to encourage mobility and weapon variety, rewarding aggressive but strategic play. Enemy spawns and geometry were tuned to maintain combat rhythm while ensuring visual clarity and player direction.


Level design process

The blockout was designed around vertical combat flow, combining tight arena fights with traversal focused segments. I used layered geometry to encourage dynamic movement, players must use wall climbs, bounce pads, and elevation shifts to survive multi directional encounters. Combat spaces are framed by natural progression funnels, alternating between short range ambush zones and long range engagements to keep players switching weapons and tactics. Ammo and health pickups are intentionally spaced to support aggressive momentum, while soft pacing breaks allow players to regain control. I iterated on enemy spawn locations, sightlines, and arena shapes to balance challenge with clarity and forward flow.




Technical Breakdown

Scripting & Interaction:I used Doom’s in engine scripting tools to set up triggers that launch enemy encounters, open paths, and activate platforming sequences. AI behaviors and encounter logic were carefully placed to ramp difficulty and pressure.

Lighting & Atmosphere:Lighting was kept minimal and functional, emphasizing player pathing and readable combat zones. Brightly lit spaces help guide players through combat arenas and traversal challenges.

Optimization: As a blockout, the level remains visually simple with clear visibility and minimal performance constraints.

Problem Solving

While following official tutorials and community guides, I encountered multiple issues where mechanics wouldn’t function as expected, despite closely replicating the steps. Many object names or functions had changed in newer builds of the engine, making it difficult to follow along precisely.


Solution:I identified which parts of the mechanic were broken e.g, a keycard door trigger system, then restructured the encounter. Instead of gating progress with a malfunctioning keycard system, I repurposed the area into a close quarters combat room to maintain pacing and purpose without technical blockers.


Feedback / playtesting

I playtested the level extensively, focusing on friction points, pacing, and overall engagement. Repeated runs helped me spot flow issues, awkward transitions, visibility problems, and spikes in combat difficulty. I also evaluated item placement and ensured the length and pacing supported pick up and play sessions.

Each room was designed with a clear purpose, from combat arenas to traversal challenges. I began with rough blockouts to establish composition, then layered in enemy encounters or platforming elements. After testing, I’d return to each space to fine tune layout, improve clarity, and ensure a smoother gameplay rhythm.

Reflection

Through this project, I gained hands on experience with encounter design and linear level progression tailored for fast paced shooters like DOOM. I learned how to create engaging combat scenarios, design meaningful blockouts, and pace action effectively. Just as importantly, I became comfortable working in id Tech 7, publishing my first custom map and mod. This project marked the start of my journey with DOOM level design, and I’m excited to keep building, from combat arenas to infinite survival style maps.

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