Introduction
Hell With Us is a map created using Doom SnapMap software, which lets you create maps of all kinds (mini-games, parkour, campaign maps).
With this software, I wanted to create a map where the player choose his difficulty while remaining challenging.
Gameplay
Project Details
- 1 weeks full time (7 hours/day)
- Created using Doom SnapMap
- Focus on creating a challenging experience
- If You have Doom 2016, you can test Hell With Us
- Playable on Keyboard and Controller

Map ID
Difficulties encountered
- Understanding the software
- Balancing the experience
- Place resources in each room
Overview

Technical Designs
SnapMap
My biggest constraint was the software, understanding it and using it for what I wanted to do.
The code was quite simple to execute (Visual Scripting), then choosing the rooms, dressing them, making the events and gluing them together was very simple because the rooms had already been created.
Which can be a bit frustrating if you want to make a more unique map.

Beginning
The player start in a room where he must choose the weapons with which he will fight, all the weapons in the game are there (without the weapon extensions), once the weapons are chosen he can enter the 1st room and he must finish the map without dying 1 time.
If he dies, he reappears in the room and must press the Exit button.

1st Part
The player must advance through the rooms and succeed in each confrontation. He must also find the red key in the 2nd part, to unlock the red door and reach the end of the level.
The challenge is represented by the stars and a series of very tough confrontations that will allow players to score more points at the end.

2nd Part
Here, the player must finish the confrontations on his path, obtain the red key and take the teleporters' shortcut to return and open the red door.

Walkthrough
Learnings
This project was a lot of fun, a little challenge I set myself over 1 week, and I had a lot of fun doing it.
To learn more, I tested a number of different maps to see what the software could do, and what the community could do with it.
I deepened my knowledge of Level Design once again, and at the same time my understanding of how to make a map challenging and fun with a complete game, with mechanics and systems already implemented.
Thanks for reading me !