Doom The Dark Ages
Village of Khalim
FULL LEVEL WALKTHROUGH
Overview
Village of Khalim serves as both the opening level of Doom: The Dark Ages and the player's introduction to its combat, movement, and world. Beyond establishing the feel of arriving in the middle of a demonic invasion, the level was designed to gradually teach core mechanics while introducing the more open-ended level design philosophy that appears later in the game. During development I worked with the dedicated combat designer for the map to integrate my designs with tutorials and combat.
Sections
The level is divided into three distinct acts, each introducing a different style of gameplay. The village provides a tightly guided introduction to movement and combat, the battlefield expands into a multi-objective sandbox that encourages player choice, and the beach delivers a linear, spectacle-driven finale against a colossal titan. Together, these sections establish the variety of experiences players can expect throughout the rest of the game.
Village
The opening village focuses on teaching the player while establishing the tone of the game. Its compact, interconnected layout draws inspiration from classic Doom level design, using locked doors and colored key progression, something we do across multiple levels throughout the game. A prominent bell tower acts as a visual landmark throughout the area, helping players orient themselves before ultimately becoming the section's final objective.
The village was built as a modular "island" during development, making it easy to iterate on tutorials and mechanics as gameplay evolved without disrupting the rest of the level.
Battlefield
The battlefield introduces players to the larger, more open level design used throughout the campaign. Combat spaces are connected by chokepoints and elevation changes that naturally break sightlines, allowing encounters to remain self-contained while giving players the freedom to tackle objectives from multiple directions.
Beach
The beach serves as the level's final act, shifting the focus entirely toward the colossal titan waiting in the distance. Every path, sightline, and encounter is designed to draw the player's attention toward this single objective, creating a short, linear sequence that prioritizes pacing and spectacle. The result is a dramatic conclusion that closes the opening level.