Question regarding enforcing escaping in map design

Ask about mapping, UDMF, using DoomBuilder/editor of choice, etc, here!
Forum rules
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. If you still don't understand how to use a feature, then ask here.
IndependentAutist2
Posts: 4
Joined: Wed May 13, 2026 3:50 pm

Question regarding enforcing escaping in map design

Post by IndependentAutist2 »

So i've been thinking, since DooM is all about fighting in most maps, is it possible to both design an escape sequence and have the player find it enjoyable as well?

Like, picture this hypothetical scenario: "The player has just grabbed the yellow skull on the map and a monster closet full of arch viles opened because of it. The player's goal at that point is to run between points of cover to escape and press a switch to activate a single-use crusher that separates the player from the arch vile mob". Is there any way to make an escape sequence like this enjoyable to the player?
User avatar
DoomerCheems II
Posts: 6
Joined: Wed May 06, 2026 11:44 am
Preferred Pronouns: He/Him

Re: Question regarding enforcing escaping in map design

Post by DoomerCheems II »

In your scenario the player has a limited amount of time to get to safety before the Archviles can kill him. It would be too easy if the player has to just run to the crusher switch to activate it. Taking cover could work if you make the places that can provide cover very limited. Now keep in mind DOOM is about the combat, unless you're making a gimmick map, so there should be a way to fight the Archviles later on. This way the player does not feel like he is just running away. Emphasis must be placed on urgency. The room should be forcing him to get out fast or he will die.

Here are some suggestions:
1. Have multiple crushers in the room activate when the yellow key is obtained. This way the player is slowed down by the crushers as he has to wait for the crushers to raise to advance. If he presses the crusher switch it could cause all crushers to go down to the ground and then become inactive which would isolate the player.
2.Make a maze like structure to the key room so he is slowed down by trying to find a way out of the maze to get to the switch.
3. Since Archviles like to run about, make teleporters all over the room so that even though the player gets behind cover he cannot stay in one place for long before they show up there. You can also spawn in some imps or pinkies to block the way and give the player some shotgun fun instead of just avoiding enemies.

Return to “Mapping”