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Pillar of doom

Pillar of Doom – Level Design Project

Pillar of Doom is a level design project inspired by classic Doom-like games, emphasizing verticality, high-speed movement, and relentless enemy waves. The level is built around a colossal demonic skull carved into stone, serving as the foundation for an intense, fast-paced experience. Scattered throughout the battlefield are massive crimson pillars, ominous structures that define the landscape and add to the level’s foreboding atmosphere.

 

These pillars not only contribute to the visual identity of the map but also serve as strategic points for cover, movement, and combat flow.

A Level Designed for Speed and Aggression

The entire level is structured to create a sense of constant movement, with a design that forces players to stay on the move while dealing with an overwhelming number of enemies. Instead of traditional corridors or flat arenas, Pillar of Doom pushes the player into a multi-layered battlefield, where every second counts.

The demonic skull structure defines the main layout, with platforms strategically placed to encourage vertical movement. Lower platforms serve as the starting point, while higher platforms require precise jumps, double jumps, and the use of a grappling hook to reach. Some platforms act as connectors, allowing players to transition between different heights smoothly.

 

The red pillars, towering across the level, break up sightlines, provide cover, and create dynamic obstacles that influence movement and combat strategy.

Movement & Combat Mechanics

To match the high-speed nature of Doom-like gameplay, the player is given a set of mechanics that enhance fluidity and create opportunities for aggressive movement-based combat.

  • Shooting Mechanics: The player wields a powerful shotgun to eliminate enemies rushing toward them.

  • Jump & Double Jump: Essential for reaching higher platforms and avoiding enemy swarms.

  • Grappling Hook: A key feature that allows the player to attach to surfaces and propel themselves toward higher ground, enabling fast repositioning and advanced mobility strategies.

The red pillars scattered throughout the map serve as both obstacles and potential grapple points, allowing skilled players to chain movements together for even faster traversal. These mechanics ensure that the level never feels static, encouraging players to constantly adapt and reposition.

Verticality & Level Structure

The Pillar of Doom level is divided into different platform heights, each with a specific purpose:

  • The Skull Base (Yellow): The core structure of the level, forming the shape of the demonic skull.

  • Lower Platforms (Light Gray): The starting areas where players get familiar with movement and combat.

  • High Platforms (Dark Gray): Reaching this requires advanced movement techniques, providing better vantage points and escape routes.

  • Very High Platforms (Black): The most challenging areas, demanding mastery of jumps and grappling mechanics.

  • Transition Platforms (Blue): Positioned to guide the player and offer temporary safety zones between intense combat sections.

  • Red Pillars: Massive structures scattered throughout the level, serving as obstacles, cover, and grapple points for skilled players.

This structure ensures that the level feels like a layered battlefield rather than a flat arena, enhancing the sensation of scale and challenge. The red pillars not only contribute to the theme but also serve as a key gameplay element, forcing players to navigate around them and use them creatively.

Enemy System & Combat Flow

Enemies are spawned dynamically through tunnel-like entrances marked in red. When the player crosses into these tunnels, waves of enemies are triggered, creating moments of intense action. These spawner tunnels force players to anticipate and prepare for sudden combat encounters, adding unpredictability to the gameplay.

The combat experience is designed to be relentless, with enemies behaving aggressively and charging at the player without hesitation. Although they do not attack in this prototype version, their sheer numbers and movement patterns create an ever-present sense of urgency.

Unlike traditional enemy placements where foes are static or predictable, Pillar of Doom makes enemy encounters feel organic, as if the environment itself is against the player. The challenge is not just in defeating enemies but in managing movement, ammo, and positioning under constant pressure.

A Prototype Built for Fast-Paced, Intense Action

The goal of Pillar of Doom is to create a high-intensity level where movement and combat are deeply intertwined. Players must master jumping, shooting, and grappling while dealing with relentless enemy waves. The red pillars scattered throughout the environment add an extra layer of complexity, requiring players to navigate around them, use them as cover, or take advantage of them for vertical movement.

This prototype is an experiment in pure Doom-like chaos—an environment where survival depends on speed, precision, and the ability to adapt to an ever-changing battlefield. Whether climbing to the highest platforms, dodging enemies mid-air, or using the grappling hook to escape deadly situations, every moment is a test of skill and reflexes.

Only the fastest and most relentless players will conquer the Pillar of Doom. Are you ready?




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