Up: verticality in Slipgate Chokepoint
One of the rumours about Quake level design is that id Software required all levels to be impossible to write in Doom. Leverage your USP, right? That Unique Selling Point was the game being properly 3D and allowing multiple things to exist in the third dimension. Doom was basically 2D with a height map. Vertical space isnāt something I think about at all for dungeon design, Iād literally do āa levelā or āa roomā at a time! So, how can I learn from Quake and make more interesting levels? Worth noting, a lot of this isnāt unique to Quake, before someone says āplatforms existed before Quakeā. Vertical space in Quake I canāt remember how to reach the Quad Damage in Gloom Keep any more Pretty architecture - Gloom Keep is a lovely castle you see on arrival Falls - no guardrail is a bit of a hazard Height differences can be barriers Chasms you need to cross Platforms that are narrow/move Scrags hiding above you in EVERY DAMN NEW ROOM ARCANE DIMENSIONS š” Stairs Elevators Slipgates OK the last two are more set-piece/flavour things. ...