Styles of Doom levels

In order to characterize the architecture and graphics of a level in the list, I use several style terms, explained below.

Military
Similar to the original Doom episode 1. Brown plaster and metal panels dominate the wall textures. There are many outdoor areas and windows.
Tech Lab
Lots of grey. The levels resemble a space station, with computers everywhere. The architecture tends to be along right angles.
Fortress
The textures are natural materials, such as wood, stone, and marble. The architecture is constrained by medieval construction technology. The setting may be creepy, but it still looks like the normal universe.
Inferno
Medieval construction, religious imagery, fire, and death are combined to create an unworldly setting. Stone, rock, iron, and skin are the dominant materials.
Tech Temple
Essentially a blend of Tech Lab, Fortress, and Inferno. The overall appearance is that of a research facility that has been redecorated by demons. Doom episode 2 is in this style.
City
Urban and suburban settings such as those in the middle of Doom II fall in this category. Characteristics include multiple isolated buildings, skyscrapers, and modern decoration. Signs of technology are regular.
Subterranean
Any structure that has the appearance of a natural cavern or man-made tunnel. Caverns are characterized by enormous rooms. Signs of technology and openings to the outside are rare. Of course, rock or dirt is the dominant texture.
Aliens
Like the movie Aliens.
Imitative
A catch-all category for any level that uses new graphics or architecture to imitate a real place.

2-D or 3-D

An important characteristic of any level is how well it uses space. The original Doom 1 levels tended to be very two-dimensional, with little height variation and few very high places. In version 1.666 of the Doom engine, the bug that discouraged those features has been fixed, so that authors may design more three-dimensional levels. Such levels require you to think about height as will as position to solve them. Running jumps between structures are common.

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