Doom The Dark Ages
Osseus
FULL LEVEL WALKTHROUGH
FULL LEVEL WALKTHROUGH - RETURN PATH
Overview
MAIN GOALS:
Many distinctly themed areas
Multiple loop backs and re-use of spaces
Complete connectivity of all spaces that is easy to re-traverse once everything has been unlocked.
Return trips added an extra layer of complexity to the level design in Revelations. Each map had extra content that was locked off until after the story was completed and the player could return to each map to access this extra content.
RETURN TRIP GOAL
To feel like a second map: a single path through the level that combines new spaces with previously explored areas, allowing players to make use of the shortcuts they unlocked during their first playthrough.
Design Process
I began with a concise one-page brief that established the level's goals, player experience, and visual direction using concept art and reference imagery. From there, I created a rough top-down layout focused on flow, how areas were going to connect, and planned player re-traversal rather than exact scale, which was difficult to define on paper for Dark Ages.
During the blockout phase I worked alongside the art team as the environment kit was being developed. I built using in-progress assets to ensure the layout stayed within established metrics while identifying gaps in the kit. This iterative collaboration allowed gameplay and environment art to evolve together, informing both the level design and the supporting asset library.
LANDMARKING
Relying on a single landmark to orient the player wasn't suitable for the type of level I wanted to create. Instead, I used a handful of distinctive landmarks to help players understand where they were and where they were going. Whenever the player re-enters an area from a new angle, I make sure that at least one distinctive element is either visible or nearby, helping them quickly reorient themselves.
Puzzles
Puzzles were a big focus for this DLC, focusing on increasing engagement compared to the ones in base game without becoming frustrating. They are the main tool we had to shake up the pacing and give the players a break from the intense action of combat.
As a team we settled on a few guidelines:
A fail state is required
this meant giving puzzles wrong answers. Often in the base game the puzzles could be solved by just interacting with everything they could and then they would be able to progress. Adding a wrong way to interact with something was the biggest change to the puzzle design of Revelations that added the most depth to the puzzles.
Alternate the use of the shield and spear
With a limited number of actions per weapon, alternating between the shield and spear would keep the puzzle interactions feeling engaging.
Eliminate as many player actions as possible.
A break from the action is necessary but it needs to be a short one. We had to be careful with how complex they could get. simplifying them down to the most basic actions and reducing player input as much as possible was key to making them not feel tedious.
Church Puzzle
I spend a little time in a space before the arena and main puzzle teaching the player the main mechanic in isolation. Once the player enters the puzzle proper the only things they can see are the switch that opens the door and the pressure plate that lowers the gate. I did this to lower the cognitive load and help the player understand the elements one at a time. The space needs to be explored to find the other elements both of which are intentionally placed apart. There is also another solution to the puzzle that is a little more difficult that rewards extra currency.
Catacombs statue puzzle
This puzzle is only accessible after you have completed the main story of Revelations. With that in mind I designed it to be more involved, combining a few concepts spread across the rest of the campaign.
I placed the goal directly in front of the player as they enter the space. A window to the left makes the primary puzzle mechanic more visible. One battery is placed at ground level behind a closed gate easy to spot. The other two are in the level above placed across from each other to guide the player to the opposing battery.