Doom
Foundrydraft
The third level of the 2016 reboot and the point where the game stops explaining itself and starts testing the combat loop. Four Gore Nests turn an industrial smelter into a sequence of arenas, and the Hell Knight arrives to punish anyone still playing like a cover shooter. It is also the most openly navigable level of the early campaign, closer to a 1993 map than the arena chain around it.
- Year
- 2016
- Platform
- PC, PlayStation 4, Xbox One
- Genre
- First-person shooter
- Layout
- nonlinear
- Engine
- id Tech 6
- Designers
- id Software
Layout notes
A vertically stacked smelter that the player crosses, drops through, and climbs back up rather than walking along. Progress is paced by four Gore Nests and by keys carried on corpses, so the order of the middle section is looser than the levels either side of it. Commentary on the level frequently reads it as deliberately old-fashioned, a big organic map rather than the corridor-to-arena chain that structures most of the campaign, though we have not found id stating that intent directly.
Intensity curve
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.
Select a space, a connection, or a callout to read it. 12 spaces, 13 connections, 12 callouts on this level.
Read the graph as a list
Spaces
- Upper catwalks corridor, critical
- Classic map secret secret, optional
- Smelting floor entry, critical
- Hand scanner door corridor, critical
- First Gore Nest arena, critical
- Pillared hall arena, critical
- Molten bridge corridor, critical
- Conveyor room arena, critical
- Cooling turbines arena, critical
- Airlock exit, critical
- Vent cache secret, optional
- Lower walkways corridor, critical
Connections
- Smelting floor → Hand scanner door path
- Hand scanner door → First Gore Nest gated, Severed hand
- First Gore Nest → Lower walkways one-way
- Lower walkways → Vent cache path
- Lower walkways → Pillared hall path
- Pillared hall → Upper catwalks path
- Upper catwalks → Classic map secret gated, Bridge lever
- Upper catwalks → Molten bridge path
- Pillared hall → Molten bridge path
- Molten bridge → Conveyor room path
- Conveyor room → Cooling turbines gated, Yellow key
- Cooling turbines → Airlock path
- Upper catwalks → Lower walkways sightline
Techniques
- Arena and corridor rhythmpacing
Each Gore Nest converts the room it sits in into an arena on a trigger, then hands the player back a catwalk or a vent to travel through. The same geometry is a corridor before the nest breaks and an arena after, so the rhythm is authored in time rather than in floor plan.
- Gatingtopology
Hard gates all the way down: a gas leak stops the player until they carry a severed hand to a biometric scanner, and the yellow and blue keys are looted from corpses rather than found on pedestals. The keycard grammar of 1993 survives, reskinned as industrial accident.
- Teach by placementteaching
The Hell Knight is introduced in an open pillared area with room to retreat and circle, before the level ever asks the player to fight one in a sealed arena. First contact is staged where getting it wrong is survivable.
- Relief valvepacing
Traversal beats sit between the nests: broken bridges over molten metal, drops to lower walkways, a climb back up. They demand precision but almost no threat assessment, which lets the next arena land.
Notes
The largest graph in the atlas so far, and the one where the lattice earns its keep: the smelter is stacked, so the drop to the lower walkways and the climb back to the catwalks are rows, not columns. Worth an essay: Hugo Martin has said of the 2016 design that "we don't necessarily want the player to have multiple ways to accomplish their goals, there's only one way to play Doom", which sits interestingly against this particular level's unusually loose routing. That tension is about play style rather than pathing, but the Foundry is the level where the two come closest to disagreeing. Combat Rating and the Gore Nest trigger are game systems rather than tricks specific to this map.