![]() It is those levels that are part of the first lesson imo. Each level builds on the complexity of the last, peaking with the last levels becoming a miniature maze of death to unravel. ![]() You cannot look up or down and since it sports a considerable auto-aim, DOOM is more about positioning and speed. The levels that house these slaughters often feature locked doors, hidden ambushes and secret chambers with extra resources, all paired with slight backtracking making them feel very open. This is going to be quite the long post, so strap in! LEVEL DESIGN & AUTHORSHIPĭOOM’s combat is about shooting demons while moving at a lightning’s pace. Instead of adding to this ongoing master thesis of DOOM, I thought it would be interesting to turn it around and examine what lessons Action games (my favourite genre) can take from it, good and bad. ![]()
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