Styles of Doom levels
In order to characterize the architecture and graphics of a level
in the list, I use several style terms, explained below.
- Military
- Similar to the original Doom episode 1. Brown plaster
and metal panels dominate the wall textures. There are many
outdoor areas and windows.
- Tech Lab
- Lots of grey. The levels resemble a space station,
with computers everywhere. The architecture tends to be
along right angles.
- Fortress
- The textures are natural materials, such as wood, stone, and
marble. The architecture is constrained by medieval construction
technology. The setting may be creepy, but it still looks like
the normal universe.
- Inferno
- Medieval construction, religious imagery, fire, and death
are combined to create an unworldly setting. Stone, rock,
iron, and skin are the dominant materials.
- Tech Temple
- Essentially a blend of Tech Lab, Fortress, and Inferno.
The overall appearance is that of a research facility that
has been redecorated by demons. Doom episode 2 is in this
style.
- City
- Urban and suburban settings such as those in the middle of Doom
II fall in this category. Characteristics include multiple isolated
buildings, skyscrapers, and modern decoration. Signs of technology
are regular.
- Subterranean
- Any structure that has the appearance of a natural cavern
or man-made tunnel. Caverns are characterized by enormous rooms.
Signs of technology and openings to the outside are rare. Of
course, rock or dirt is the dominant texture.
- Aliens
- Like the movie Aliens.
- Imitative
- A catch-all category for any level that uses new
graphics or architecture to imitate a real place.
2-D or 3-D
An important characteristic of any level is how well it uses space.
The original Doom 1 levels tended to be very two-dimensional, with
little height variation and few very high places. In version 1.666 of
the Doom engine, the bug that discouraged those features has been
fixed, so that authors may design more three-dimensional levels. Such
levels require you to think about height as will as position to solve
them. Running jumps between structures are common.