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He described the process as a “trial by fire.” He had no idea if he would even be able to make Four Site. But he never did anything with the idea until last year. “Somewhere in my old lecture notes there’s probably a roughly drawn outline of the map!” said Mansell. The idea for the map has been in Mansell’s brain since 2003-it was then that Mansell, while in a college lecture, started doodling the idea for a Doom map.
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“Some of Miyazaki’s levels in the series are masterclasses in progression, non-linearity, and environmental storytelling.” He specified that a level like Tower of Latria from Demon’s Souls (2009) was perfect example of how to “unfold a level to a player.” Tower of Latria left an impact on Mansell, as he explained: “There’s a prison section later on in my map that in hindsight is pretty much a direct tribute to. With Four Site, Mansell wanted to create a map that hearkened back to the older maps found in the original Doom (1993) and Doom II (1994).īut he was also inspired by another series of games: “If there was one big influence, it wasn’t Doom at all, but the Dark Souls series,” said Mansell. Modern Doom maps seem to focus on using more powerful hardware to throw bigger waves of enemies at the player. Each section has its own look and feel, and the pacing is unlike many modern Doom maps I’ve played. A map so large it will take most players two to three hours to complete.įour Site is massive-essentially four decent-sized Doom maps put together. After 300 hours and over a year spent on it, Mansell is ready to unleash Four Site into the world. But Ben Mansell created something a little more complex with his first Doom map. The first time I ever made a Doom map I simply created a few rooms and hallways, then added a couple of enemies and some ammo.