Level Atlas

Doom

E1M1: Hangardraft

The opening level of Doom and one of the most replayed spaces in games. It teaches the shooter's grammar in about ninety seconds: movement, first contact, secrets, and the promise that the level is hiding things from you.

Year
1993
Platform
DOS
Genre
First-person shooter
Layout
linear-with-branches
Engine
id Tech 1
Designers
John Romero

Layout notes

A short critical path from the start room to the exit, wrapped in optional pockets. The famous armor is visible through a window from the start area and reachable only via a zigzag toxic corridor, making the level's one meaningful detour also its first risk-reward lesson.

Intensity curve

00.510% through, demand 8%: Start room, no threat10% through, demand 15%20% through, demand 35%: First zombies32% through, demand 28%44% through, demand 50%: Toxic corridor detour56% through, demand 30%68% through, demand 45%80% through, demand 60%: Courtyard contact90% through, demand 40%100% through, demand 12%: Exit switchStart room, no threatFirst zombiesToxic corridor detourCourtyard contactExit switchstartend
Demand on the player (combat pressure, platforming difficulty, disorientation), not fun. Relative within this level only.

Space graph

The level as places and the connections between them. Left to right reads as progression, top to bottom as elevation. Dashed outlines are optional spaces; select any space or callout to read it.

Start room path First hallStart room path Zigzag toxic corridorZigzag toxic corridor path Armor ledgeFirst hall path Outdoor courtyardOutdoor courtyard path Exit switch roomStart room sightline Armor ledge. The window. Seeing the armour and reaching it are two different problems, and the level makes that its first lesson.CORRIDORZigzag toxiccorridorZigzag toxic corridor: corridor, optional path. Damage over time is the toll. The player pays health for armour before they have any reason to think of either as a budget.ROOMArmor ledgeArmor ledge: room, optional pathENTRYStart roomStart room: entry, critical pathCORRIDORFirst hallFirst hall: corridor, critical pathARENAOutdoorcourtyardOutdoor courtyard: arena, critical pathEXITExit switchroomExit switch room: exit, critical pathOptional: Zigzag toxic corridorTeaching: Armor behind glassCritical path: The start roomEncounter: Outdoor courtyardCritical path: Exit switch
PathSightlineOptional space

Select a space, a connection, or a callout to read it. 6 spaces, 6 connections, 5 callouts on this level.

Read the graph as a list

Spaces

  • Zigzag toxic corridor corridor, optional
  • Armor ledge room, optional
  • Start room entry, critical
  • First hall corridor, critical
  • Outdoor courtyard arena, critical
  • Exit switch room exit, critical

Connections

  • Start roomFirst hall path
  • Start roomZigzag toxic corridor path
  • Zigzag toxic corridorArmor ledge path
  • First hallOutdoor courtyard path
  • Outdoor courtyardExit switch room path
  • Start roomArmor ledge sightline

Techniques

  • Foreshadow the destinationguidance

    The armor sits behind a window in the opening room, seen before it can be reached. The detour to collect it is the level's first authored choice.

  • Lighting as signpostguidance

    Bright doorways and lit floor panels pull the player forward through otherwise uniform grey techbase geometry.

  • Teach by placementteaching

    The first zombies are positioned so the player learns strafing and target priority against the weakest enemies in the game.

Notes

The reference case for the sightline link kind: one dashed edge from the start room to the armour, running against a walk that takes the long way round. E1M1's speedrun culture is itself a design outcome worth an essay: the level is short enough that optimizing it became a hobby.

Sources

  • interviewJohn Romero interviews and talks on Doom's early level design
  • bookDavid Kushner, Masters of Doom