Elden Ring
Deeper Abyss Catacombs

Design Overview
This level is based on the catacombs of Elden Ring. Utilising lifts as core architectural pillars, the layout is intentionally designed to challenge the player’s spatial orientation across a three-dimensional axis, creating a "controlled maze" experience. While the environment evokes a sense of disorientation, the critical path remains fundamentally linear, eventually guiding the player to a central lever and a climactic resolution.
To balance the spatial complexity, the level features a non-linear secret path that rewards the players who look beyond the critical path with hidden passages and secrets. The design reinforces a sense of discovery and agency within a high-tension, claustrophobic environment.
Level Map & Critical Path


Key Design Beats & Game Flow
Once the player takes the first lift down, they encounter the iconic "bait-and-ambush" from the Imps. This is immediately followed by revealing the lever's location to the player (positioned strategically near the starting area).
The rectangular loop section, including the elevated lever area, provides the player with a memorable landmark and a clear sense of progression.

This junction emphasises the level's 3D verticality and rewards inquisitive players:
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The item and collectable: The placement of a visible item on a high ledge prompts the player to consider the verticality of the space and how to access it.
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The illusory wall: Positioned on the same side as the entrance to the area, this hidden path is difficult to notice initially. Discovery eventually reveals it is the route to the collectable mentioned earlier.
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The lever and the lift: While the stairway is inviting, the player soon encounters a significant gap. A lever underneath raises the lift, but a gate is positioned in between to provide visual feedback without granting immediate access.

The next area is about encountering the traps and Omen.
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Combat dilemmas: An Omen enemy and a timed fire-breathing pillar are placed back-to-back. Players must choose to engage a heavy enemy in a tight space or time a dash through the fire.
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Double traps: While navigating the tunnel to avoid the fire, the player’s attention is divided, making it easy to overlook a pressure pad on the ground. Stepping on this triggers an arrow trap, a deliberate design choice to penalise rushing and enforce a methodical pace.

The final sequence utilises a series of vertical transitions by requiring the player to take lifts and ladders, to intentionally disorient the player. This tension is resolved when the player emerges back into the starting hub, creating a "spatial realisation" moment.
This loop eliminates backtracking and signifies the completion of the catacomb’s exploration phase.
