The level design and amount of detail in the levels is just fucking insane, from the celing to the floor. They are just riddled with such a variety of good looking assets, some of the best I've seen actually. Did anybody else in here just take a break to inspect everything?
I get that they have a pretty big team, but I still want to appreciate how good everything looks.
maybe alot of concept art.
also i think the levels are mapped before any artist start making assets
>>528772
Yeah, I believe this is the case in all video games.
A level designer will start blocking out areas for play-testing and progressively they will add detail as it is made by the artists.
Doom's level of detail is really inconsistent. In hell in particular, there's only a handful of areas I can think of in any of the hell stages that stand out as anything other than a muddy, Unreal 3 looking cave or catacomb.
>>528756
they did it listening to METAL
FUCK YOU