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Elden Ring
Deeper Abyss Catacombs

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Design Overview

 

This level is based on the catacombs of Elden Ring. The layout is intentionally designed to challenge the player’s spatial orientation by using lifts as a core mechanic, creating a "controlled maze" experience. While the environment evokes disorientation, the critical path remains linear, eventually guiding the player to a central lever.

To balance the spatial complexity, the level also features a non-linear secret path that rewards players who look beyond the critical path by offering hidden passages and secrets.


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:

  1. The dead body 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.

  2. 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.

  3. 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.

  1. 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.

  2. ​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 through.

 

The final sequence utilises a series of vertical transitions by requiring the player to take lifts and ladders in order 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.

Created by Rolf Chung | 2015-2026

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