I didn't do the level design itself. That was done by someone I met on the net. I have no real interest in level design persay. If I did, the level would have been substantially larger and probably less interesting.
I did do all the art though, right down to the wall paneling. Even details like the 'video' animations had to be built frame by frame by myself. All in all I estimate I put about four hundred hours of work into it.
What I'ld really like though would be to escape the confines of the Doom engine and work with 'my own' code. The problem is that I am not an experienced programmer. I know enough (C) to write functions and methods controling sprite behaviours and such, but not enough to construct an entire engine complete with raycasting (or whatever) and other 3D manipulations.
A lot of the work I did in Doom was hacking at their 'frame table', which is this massive 976 record pointer reference table having seven pointers per record. The problem was that everything else in the game was using this table at the same time as I was trying to fiddle with it to get my stuff working. Given that I could neither add more records to the table nore add comments to any existing entries, it was a nightmare.
With 'my own' game engine I could envision a huge increase in flexibility. I'ld create a single archetype of 'female' that would have applied to it different hair models and colors, so as to create the illusion of different 'women'. Then I would create a wide range of different action sequences (walking/running/sneaking sequences, firing sequences, 'pain' sequences, various different death sequences, etc). I'ld even create some prolonged dying sequences, where after a 'lady' has been killed and she has gone through her complete death sequence, rather than have her 'corpse' be just an inanimate decoration, have her still be breathing and squirming a bit for a while, at least till you finish her off.
Setting things up this way would permit me to create a game where the variety of behaviours is vastly increased over what is now in Succubi, and for no more work than what Succubi originally took. I'ld even be able to create eight perspective renderings for the death sequences and 'bodies', which would go a long way to improving both the realism and impact.