Doom Week 5: Head Like A Haunted House

This week on Doom Diaries, our project involved creating brand new textures for Doom that we would then implement into a newly crafted level in Slade. Since the project was due on Halloween, I decided to create a haunted house themed level, with the title, “Head Like A Haunted House,” continuing my latent idea of making a Doom level for each song from the Queens of the Stone Age album, Villains. 

(The map layout for my second level, Head Like a Haunted House)

I knew going into this level that I wanted to make it a more complete experience as opposed to my previous attempt at a custom level. “The Evil Has Landed” was a very rough and, in my opinion, mediocre level, due to my inexperience with Slade costing me a lot of valuable time that could have been put towards enhancing the visuals and ambiance of the level. With this new wad, I put a lot more time into making the level look exactly how I envisioned it in my mind, within my own realm of possibility. This is why I chose to hand draw every single texture I used in my level. I felt that creating all the visuals on my own added an extra layer of authenticity to my work, in addition to capturing the theme I wanted to convey, which involved a lot of music references and strange scrawlings on the walls, to induce an uncomfortable feeling within the player.

(An example of my use of lighting and artwork to produce a spooky environment)

(The inspiration for the art on the door at the end of the last .gif)

Overall, I was much more satisfied with how this project turned out relative to the first mapping project. I was able to include every aspect that makes a complete level, in my opinion: Environmental storytelling, progressive difficulty, easter eggs, and dynamic tutorials.

(An example of how I used the artwork to convey a message: RUN FROM THE ENEMIES)

One thought on “Doom Week 5: Head Like A Haunted House”

  1. I think your work with lighting makes this level, and others you have done, really great. You take advantage of DOOM’s lighting change limitations and create something unique out them here, turning DOOM into more of a horror experience than the original while still up-keeping the DOOM-ey aspects of the game.

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