December 8th, 2006

I added Nick Baker's updated version of Recoloured Doom to the textures page. I'm still working on my single player campaign that's been underway since 1997. It will be my final Doom-related release.

June 16th, 2006

Crucified Dreams is finally out after eight years of work. The current release is really a test version to allow people to try it for a couple weeks. After the initial feedback, I'll make gameplay modifications such as moving items about, making plasma/BFG weapons less available, etc. Once the v1.1 revision is complete, then it will be uploaded to the /idgames archive and I can forget about it forever.

I have single player work on the back-burner, but I don't have a clue when it'll be complete. There are 4 levels of 25k+ sidedefs almost completed now but I might be making major layout modifications to one of the levels that will delay the release further. I'm using a custom texture set that's all kinds of hotness.

Now what's the deal with the singer from Soul Coughing sounding exactly like Dave Matthews? It's almost as bad as Linkin Park sounding like Savage Garden, although that's a little too ironic. Word, my children.

January 2nd, 2006

A few new downloads:

  • Jägermörder 02: Terra Nova v1.2, now runs with PrBoom-Plus and has some texture mialignments fixed. I also removed some cell ammo near the end to make the Cyberdemon battle a bit more difficult. At least you can now record demos for this level with a port that actually feels like Doom.
  • Horizontal Spinning Fan in Doom, a tech demo level I made in 1999 that displays how to make a fan using animated textures, similar to the waving flag effect found near the end of Batman Doom. You can also see this demonstrated in one of my Surge DM 2 maps.
  • Deadly Simplified v1.3, an update to my Doom II MAP07 deathmatch tribute that adds more detail and fixes some texture alignments. I had forgotten to upload it to /idgames for its initial release but now it's there to prepare for the inevitable fact that doomworld.com will not always be here.

Crucified Dreams? It's finished except for Jon_R's MAP04. The full web site should be back up soon as I'm right now in the middle of changing around the layout and retaking screenshots. Early 2006, bitches.

I have also redone this site's code switching from tables to proper XHTML 1.0/CSS so future redesigns should be made much easier. Mad props to Manc and various Shackers for helping out with my layout ineptitude.

July 18th, 2005

A month late, I've finally released Jägermörder 02: Terra Nova. It's BOOM-compatible but the SIDEDEF and SEGS lumps go over Doom II's limit of 215 so the only port that will run the map at the moment is ZDOOM.

June 2nd, 2005

No Crucified Dreams yet which can be blamed on Jon Rimmer and Michal Mesko. Go harass them and don't forget to insult their mothers.

Jägermörder 02: Terra Nova is well underway, with the layout about 90% complete. I was aiming to make it Boom-compatible, just as the first in the series, but currently the sidedef count is 30,282, rapidly approaching the Doom engine's limit of 32,768. Even with SEGS, I doubt it will even run with Boom after I add the final area. I only have 384MB of RAM on the machine I'm working with causing Doom Builder to swap like madness, especially when I'm in 3D mode. It isn't too fun to wait 10 seconds for a texture change to complete.

The style of the level is the same as Jägermörder 01: Chemical Lab, except I will fix a couple complaints about that map in its sequel. First off, the map isn't short, it's huge. Almost Xbox, even. Secondly, the map won't be easy but that doesn't mean I'm going to go all Hell Revealed on you. I know some players will be turned off by he two introductory fights that force you into a small area with plenty of crossfire. Lastly, the linear aspect of the layout's design isn't as much of a problem. The first 33% of the layout is linear but after that there are multiple paths to accomplish goals and multiple steps to reach goals.

As is the theme in my Doom career, this level was started long ago; the summer of 1999, I believe. It has ended up being a combination of a bunch of different maps I started but never completed, including: Mordeth E2, Jägermörder 05, a Quake-style wind pipe effects demo (you get vertically sucked up, then spit out the other end), SMMU/Eternity start map, an E1-style DM map for Crucified Dreams, an Ultimate Doom map I started in 1998 and areas from my remix of Lee Szymanski's Crucified Dreams contribution. Oddly, the theme and architecture are still consistent. Sprinkled throughout are subtle homages to some of my favourite mappers which you historians should be able to easily spot.

I'm not going to claim it's my best work yet since there are a few too many tight corridors and I didn't experiment with tenebrism enough as the whole layout is rather well-lit. I guess I'll delay that type of work to Jägermörder 03, which has a huge layout that's 66% complete. 04 has also been started.

Crucified Dreams will also have a deathmatch version of Jägermörder 01 with a modified layout more conducive to multiplayer. It's all words, isn't it?

May 9th, 2005

Hello folks. I guess I can make an update despite not releasing anything in months. While you look at my wadography (I'm coining this term to refer to an author's list of Doom works), you'll notice I have very little work in the public's hands. This is tiresome since I've been working for years on levels which for one reason or another I haven't released. I have seven unfinished single player levels, each in the range of 10,000 to 25,000 sidedefs. These maps include two sequels to the Jägermörder series (Boom) and two Zdoom maps that I think will be one of the first serious explorations into the capabilities of slopes within the Doom engine. One annoyance pertaining to these matters is the stretched look of steep slopes, but I'll make due.

I suppose to next topic of discussion is the much maligned (wait, I mean forgotten) Crucified Dreams. Yes, it is still being worked on. It was started in 1998 but think of it this way: when I picked up the project from Covaro in March 2000, most of the maps in the project either sucked (Hi Pixel!) or were Gothic DM2 rejects. I've cut out a fair amount of material and the rest has been heavily reworked. From there I also finished a bunch of levels from scratch. Along with this, I took the texture resources which were mostly gothictx.wad, added SlaughterDM resources and some textures of my own. This led to me retexturing many levels and reworking layouts and redetailing... I've pretty much gone through each level four times detailing. Some of the geometric detail is approaching being obscene but I think it's was all worth it. While Gothic DM2 pushed the limits of doom2.exe, I'm trying to push the visual limits of Doom2 within a 2.5D space without slopes... although I've also added some slopes composed fully of 1 pixel wide sectors, but it looks aesthetically pleasing since I made sure to align textures and flats to avoid repeating pixels. You read all this thinking it's Gothic99 MAP01 all over again, but it's far from that. Many of the areas are modest, kept clean and simple, for the most part. In fact, only one level is above 1MB... actually it's above 2MB and will reach Doom II's limit of 32,768 sidedefs. I think it will be the largest deathmatch-only Doom level ever made so I can add myself to the annals of the Doom community as the fool that put the stupidest amount of hours into editing a twelve year old game. What is the largest Doom deathmatch level anyway?

Other distractions taking up my time include writing and editing Doom Wiki articles, mostly in the realm of authors and wads. I want to fill in the info on pieces relating to the GothicDM team since they were so influential on myself and the Doom community in general. Yeah, go ahead, start whining about gameplay now. Forget the fact that nothing of worth ever has shown up in Doomworld's /newstuff reviews in months.

I added three more wads to the TEXTURES!!! section. Enjoy.

March 28th, 2005

There's a CTF version of SacrificeDM's MAP04 in the latest Skull Tag. Otherwise, nothing is new except that I'm slowly finishing up the last maps for Crucified Dreams.

September 25th, 2004

Hello kids. I've updated the maps page with a new 6 level Darkening add-on. It's fresh and in your face (and deathmatch-only so nobody will ever play it). There's also a new version of SurgeDM II available which fixes some visual errors in a couple maps. I haven't told Nick Baker about this version, but he's British so I'll release it to spite his people that has been raping and pillaging my lineage for centuries.

These maps will appear in the /idgames archives... at some point.

I can be contacted through derekmd at hotmail dot com.