'So I tried to build a map that didn't just rely on shooting enemies for the enjoyment.
It's a perfectly legitimate style of play, but I always enjoyed the more environmental elements of the original games: the complex levels, the non-linear progress, the environmental storytelling,' Mansell told me over Skype. 'A recent trend in Doom mapping, as computers get ever more powerful, is to create so-called 'Slaughtermaps', where it's the player and a thousand enemies in a single room. It sounds basic, but there's a lot of complex level design in this colossal labyrinth, with various killing floors consisting of moving platforms and shifting gears.