Doom II level design

Eviternity II

Dec 10
2023

Eviternity II

36 map sequel megawad, I created one industrial tech base
MAP31 introduces a new weapon that you'll notice. 90% of the layout & detail is me, 90% of item placement & gameplay is by Dragonfly.
Clock Out

Apr 4
2020

Clock Out

Single player speedmap refined in one week
This single player map was started for Doomworld community speedmapping project Isolation but I ended up spending a lot more time on it. The design still follows that project's restrictions.
Crucified Dreams

Jun 22
2006

Crucified Dreams

42 gothic deathmatch levels except some aren't gothic
The eight years-running epic project I took over and brought to completion through OCD iterative design. Part-homage to the Gothic deathmatch series - it also veers down thematic tangents.
Jägermörder 02 : Terra Nova

Jul 18
2005

Jägermörder 02 : Terra Nova

One huge single player level, 2005 Cacoaward winner
The (released) level I'm most happy with as it squeezes years of original design ideas into a sprawling layout. Yes, the aggressiveness of those opening traps made their intention known.
Lamentations

Sep 25
2004

Lamentations

6 deathmatch levels of Ola's sick textures
These deathmatch levels for BOOM explore The Darkening E2's texture set without doom2.exe holding me down. I continued my id-remake trend by re-doing Q3DM1.
Skulltag

Mar 21
2003

Skulltag

Gameplay mod with my mapping contributions
Mouselook opens to Q3A-inspired vertical tier designs. D2DUEL9 (once D2DM9) ledges are narrow for ST's lightning speed which I fixed in a Crudreams remix. D2CTF8 first appeared in SacrificeDM.
SacrificeDM

Mar 25
2001

SacrificeDM

6 deathmatch levels
A polished repackaging of individual levels that incrementally came out starting in 1999. The range of settings and approaches to texturing were a precursor to Crucified Dreams' high level of detail.
SurgeDM 2

Aug 20
2000

SurgeDM 2

32 tiny to medium-sized deathmatch levels
SurgeDM was an Overload-inspired exercise in building the smallest DM maps possible. For the sequel I pushed for less frentic 1v1 and more impressive medium-sized layouts. They're OK.
The Darkening: Episode 2

Mar 8
2000

The Darkening: Episode 2

12 SP maps + 12 more DM maps
I joined the team late, injecting inspiration as it was stuck at 90% done. Most of contributions are deathmatch design including a Q1 E1M2 oddity neutered for the sake of doom2.exe limits.
Morbid DM 2 - Flood Dead

Mar 7
2000

Morbid DM 2 - Flood Dead

One deathmatch level collaboration
I don't have much memory of this as I only built 1/3 of the layout. Much of Nick Baker's design is inspired by Quake 2 and the Doom II deathmatch WAD FragFest Initialized.
SlaughterDM

Jan 1
2000

SlaughterDM

9 gothic deathmatch levels
Intended as a 32 map megawad with fresh weapons, the graphics artist lost those custom sprites in a HD crash. No cloud backup in those days. I eventually took over and finshed the levels off myself.
Gothic 99

Dec 25
1999

Gothic 99

8 infamous deathmatch levels, "Top 10 Infamous Wads" recipient in 2003
A collab notorious for calls of "everything wrong with modern map makers" at the time of its release, my inclusions are more subdued. Some of SacrificeDM was originally intended for this!
Deadly Simplified

Nov 22
1999

Deadly Simplified

MAP07 deathmatch remix
A hasty retexturing of a popular Doom II DM destination, in the same brown-on-brown style of early SacrificeDM levels. It was really just a short aesthetic exercise with middling results.
Horizontal Spinning Fan

Sep 9
1999

Horizontal Spinning Fan

One demo level
I created this effect for my Q2BASE2 remake in Surge 2. It uses animated transparent textures to simulate horizontal movement. Batman Doom around that time did similar for a wind-swept flag.
Jägermörder 01 - Chemlab

Jun 18
1999

Jägermörder 01 - Chemlab

One single player level, named top 100 WADs of All-time in 2003
A brief intro to a series that never really panned out. It was intended as Doom episode 1 atmosphere using Doom 2 resources so there was a streamlined approach to its visual design.
The Seventh 07 - Final Portal

Feb 28
1999

The Seventh 07 - Final Portal

Collaboration on one single player
I helped Michael "Prower" Reid complete this level, creating eastern areas including the waterfall valley. The ASHWALL2 cavern area is absolutely a homage to Iikka's Dystopia 3 and Requiem levels.

Supplementary level design support

Eviternity

Dec 10
2018

Eviternity

32 map Cacoward-winning top-tier megawad
Aside from sharing playtesting feedback, I provided design prefabs and did some microdetailing on Dragonfly's MAP10 that gives tribute to The Darkening Episode 2.
Hell Revealed II

Dec 31
2003

Hell Revealed II

32 map slaughter gameplay megawad
I added minor detailing in the MAP05 sewer's main hallway and water tank room just before the exit. Chrozoron's layout and item placement were left unaltered.
Helios

Jul 24
1999

Helios

Collaboration for 3 single player levels
I only touched one map, making the hallway destroyed by an earthquake in this screenshot. As you can see, I probably should have remembered to align those red rock textures.
Afterglow

Afterglow

After picking up DCK 3.62 in 1997, I was hooked on Doom II level design. I enjoy creating detail-oriented environments within self-imposed limits. I usually pick a theme and improvise a layout to naturally unfold map geography and gameplay progression. Architectural consistency is then refined through iteration.

2003's The Top 100 WADs Of All Time included three releases with my involvement, including solo WAD Jägermörder 01.

My main level design influences have been:

  • Iikka Keränen for doom2.exe special effects
  • Iikka and Anthony Czerwonka for how to go about establishing a immersive sense of location
  • Warren Marshall, John Bye, and Ola Björling for their approach to exaggerated lighting
  • Matt Dixon on using clever geometry to repurpose any 128x128 8-bit texture

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