Ultimate Doom Builder

I started using the Ultimate Doom Builder engine as a way to practice my level design skills with a familiar and well known game. The great thing about making doom levels is that a very large portion of people in the games industry have played or at least know of Doom, meaning that more people can appreciate and understand your work. It is also a completely free software with a really great community around it, willing to help you troubleshoot any issues you’re having. I mainly use Ultimate Doom Builder for fun and to keep my level design skills sharp in between game projects.

Ultimate Doom Builder took quite a bit of research and troubleshooting to get the hang of, as is the case with using any engine for the first time, but it was extremely satisfying seeing how much better I was getting every day I used it.

 Forbidden Depths (Campaign Level)

Download the WAD file here on this google drive folder for free here

You just need to download the WAD file and then use either GZDoom or ZDoom to play it, which are all free programs/files.

This is my very first attempt at creating a full length, large original map for Doom 2. This level took me about 4 months of on and off development (around 2-3 hours a day 5 days a week on average). Being pretty new to the Doom mapping scene, this took me quite a while to complete as I was learning everything on the fly. Thanks to a lot of trial & error, experimentation, Youtube videos and help from the friendly ZDoom discord, I was able to create something that I'm actually very proud of. It is quite a hard level and also quite long but I think I was able to create something that could actually belong in a fan-made map pack similar to TNT or Plutonia Experiment. I will admit that this level suffers from that classic "Final Level Syndrome" in the sense that I made a level that would be one of the final levels in the game considering its difficulty and length. Overall though I am quite proud of it, especially considering the entire level was put together on my own.

I am a fully qualified Game Designer and am looking for jobs currently within the industry. One of the main reasons I decided to get into Doom mapping was because my favorite aspect of Game Design is Level Design and I would absolutely love to be a Level Designer in the near future at a studio. I thought this would make a nice portfolio piece.

Please give the level a try and give me feedback, I would love to hear what people think and what I can do to improve and get better, thanks!

*LEVEL FLAVOR/STORY*

You've heard rumors about strange happenings in a nearby ancient forest such as disappearances, ritualistic gatherings and even human sacrifice and cannibalism. Curiosity getting the better of you, you decide to one day venture deep into the forest all alone in order to get some answers and find out if the rumors are true or not for yourself. After hiking for hours deep into the wilderness, you begin to think that it is all just a folk tale made up to scare tourists, when suddenly, you trip down a deep hole and land yourself in what seems to be some ancient tomb or temple. With no visible way out, you decide to bravely venture deeper into this dark place... may god have mercy on your soul.

 The Mirror Temple (Deathmatch Map)

Download the WAD file from this google drive location here

This is a deathmatch map I made for Doom 2. I took a room from my “Forbidden Depths” campaign level that I thought was perfect for deathmatch and edited it and refined it more to suit the game mode.

I wanted to get some practice on making multiplayer levels and I think this suits as a good portfolio piece.

Please give the level a try!

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