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Hel on Earth

Inspiration

The inspiration for this level is the first level of Doom Eternal. Each of the major areas is a reimagining of a major section or fight from that level with different spin that reimagines them.

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Planning

The planning started fairly simply. I examined the level extensively and tried to look for developer intent on each traversal and combat zone and attempted to build upon or recreate them based on the tools I had available. Then I made a basic layout to follow and needs/wants. I created a metrics gym to ensure I have all the tools necessary, that they felt good to move around with, and that scale was made properly.

Creative Decisions

Once in the whiteboxing phase I began to see and modify my original plans based on what it felt like to play. For example one section had a lot of overlapping platforms but it felt like they didn't have any grand purpose and wanted to add more, so I added some pillars in between my basic loop to ensure the player doesn't just run a standard zombies train and were forced to move around the environment as an obstacle as well. Another example of a creative change was the meteor in the mall section. I was trying to focus on lighting throughout the level and wanted to have a crescendo so I came up with the idea of light pouring through a hole in an otherwise enclosed space. This resulted in a lot of changes as it also gave an easy way to make an exit and changes in the environment to guide the player through. I also was able to make one of the more cinematic moments where the player drops into the mall from the walkway that was destroyed by the meteor. It was an excellent tool of environmental story telling that directly affected the environment and how the player navigates.

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Lessons Learned

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The main lesson I took into account was my lack of color outside of the lighting. I had taken the term "whitebox" far too literally and it made my work suffer as a result. It could have improved the look of my lighting, made objects more discernable, and in general the level would look more complete if I had used more color. I also learned that coding blueprints will be far more important as I make more levels in the future as the asset pack I used, although great and helped a lot, I was unable to move past it very much and the gameplay suffered as a result. 

Full Walkthrough

Level Map

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