[DOOM] John Romeros Level Design Rules @Chubzdoomer
[DOOM] John Romeros Level Design Rules  @Chubzdoomer
Uploaded January 2019 | Updated September 2026, 3 weeks ago
During the development of DOOM, John Romero came up with eight special rules to make his levels look and play as good as possible. This video discusses those rules and shows how they were applied all throughout Knee-Deep in the Dead, DOOM's iconic first episode.

For reference, the eight rules are as follows:
1. Always change floor height when changing floor textures. (0:28)
2. Use border textures between different wall segments and doorways. (1:05)
3. Be strict about texture alignment. (1:47)
4. Use contrast between light and dark areas and cramped and open areas. (2:25)
5. Make sure that if the player can see outside, he can somehow get there. (3:13)
6. Be strict about having several secret areas on each level. (3:53)
7. Make levels flow so that the player revisits areas to better understand the 3D space. (4:44)
8. Create several easily-recognizable landmarks for easier navigation. (5:49)

Original source:
web.archive.org/web/20111121052306/https://archive.gamespy.com/articles/december03/doom/romero

For more information on John Romero's upcoming fifth episode for DOOM, Sigil, check out its official website at the following link:
https://www.romerogames.ie/sigil
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[DOOM] John Romero's Level Design Rules

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