Doom Week 5: Light

For my project for week 5 I created a map called Light.  Here is the quick play though:

I wish it could have been longer, but due to issues with getting it to work with chocolate doom this is what I presented in class.

It is intended to make the user experience light being split from a prism, as seen below:

The use is introduced to the level with a sliver of light, drawn towards it.  Everything is completely dark except for that light until the player reaches the triangle at the center of the map, where the different colors of a light beam are introduced.

Here is the layout for the map.

As I get better at modding Doom, I would love to be able to add glitches to my levels such as forcing to player to no clip out of the map.  This was my original intention for this level, and I plan on adding this functionality in my later creations.

Overall I am finding the process of converting Doom into a custom game through adding new textures to be fascinating, and look forward to using more tools to alter Doom.

One thought on “Doom Week 5: Light”

  1. Although it is a late response as I started to post comment after the final, I just want to say that light is a very impressive and different level. I still remebered the scene after the long dark road, the player enter the white hallway. A lot of us tried to make doom unvolient. Your approach to make doom abstract effectively change the story of doom.

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