![doom 2 h doom 2 h](https://i.ytimg.com/vi/YSfG648ovm0/maxresdefault.jpg)
"I've always wanted to do something creative, to make something other people can enjoy, and I guess it seemed like a Doom map was my best shot at making something decent!"
Doom 2 h full#
"It was very much a hobby for me, a few hours a week over the last year or so," he said, noting that the full level took around 300 hours to build. He's not a developer, but rather just a huge Doom fan looking to make his mark in the world. Intriguingly, this Mansell's first Doom map and one of his only experiments in game design. It's entirely a timing based puzzle, and feels quite different to a lot of what else is out there." The very last room too (forgive the spoiler!) has you dodging between moving platforms trying to keep out of sight of a final boss that never stops shooting you. That's the kind of environmental puzzle you don't get in that many modern Doom maps. "I think the ideas I'm most proud of are the environmental ones: for example at the end of the first quarter there's a room where you have to run across platforms while Mancubi shoot at you. "So I tried to build a map that didn't just rely on shooting enemies for the enjoyment. It's a perfectly legitimate style of play, but I always enjoyed the more environmental elements of the original games: the complex levels, the non-linear progress, the environmental storytelling," Mansell told me over Skype. "A recent trend in Doom mapping, as computers get ever more powerful, is to create so-called 'Slaughtermaps', where it's the player and a thousand enemies in a single room. It sounds basic, but there's a lot of complex level design in this colossal labyrinth, with various killing floors consisting of moving platforms and shifting gears.