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The Skull Tag Team
Last updated: 3/19/2001

Name: Brad "Carnevil" Carney
E-mail: bradc@doomworld.com
ICQ #: 38124666
Position: Project leader, level design, game design, artwork, programing
Other info: Although actively designing wads for Doom for a few years now, Brad has always kept a low profile, never releasing levels, music, or anything else he ever created. Why? Because Brad is a perfectionist. Rarely was he happy with anything he ever did, even though he was complimented highly by some well-known designers whenever he showed them his work. As a result, his levels were usually abandoned, and would spend the rest of their short lives in some remote area of his hard drive. But, things are starting to change. After some computer problems that made Doom the only game he could design for (Win95 wouldn't run), Brad created and released the first level he was actually happy (but not completely) with, Dead Zone. After showing the level to a friend, Brad was convinced to create a whole episode of Doom levels, The Demon Wars. And, because of his newly found confidence, he decided it was time to revive his project he feels has the most potential of any project he's ever seen, Skull Tag.

Name: Joose "PennyWise" Zanasi
E-mail: joosez@hotmail.com
ICQ #: N/A
Position: Level design, artwork
Other info: Once a thief, always a thief. That saying applies perfectly to PennyWise, and his love for Doom. Once a Doom-fanatic,always a Doom fanatic! PennyWise, now in the mature age of 18, has been Doom-addicted since the ground-breaking game came out in 1993. A few years later he became interested in level editing, but after years of hard training in the faculty (which can be compared to the Jedi training of Luke Skywalker :) he discovered that the Doom engine didn't always turn his maniacal visions into reality. Before forming the Parallel Team, PennyWise hadn't done more than a few unfinished levels for Doom II (which you really don't want to see. The Parallel Dimension was his first project ever, and the release of Boom was a dream come true. "When it came out, and I saw all the features it had, it was like the bible for me!" Then came QuakeII, and PennyWise could just wander its levels by just looking the stunning architecture they had. That had a real big impact on him, and the influences can be seen on the team's 11-level DM pack FragFest Initialized. PennyWise says that he always wants to find something new and innovative to do, pushing Doom's levels over its boundaries. "That's my goal. I want to do the most insane and detailed levels for Doom. FFi was just the beginning". At this point, this is all you really need to know about him...

Name: Mike "Gokuma" Fredericks
E-mail: shingokuma@hotmail.com
ICQ #: 16492571
Position: Miscellaneous, level design
Other info: Gokuma plans to take the hellish style of Doom episode 3 further and has already come up with a few things that haven't been seen before. He is a veteran Dehacked/ DDFhacker and is eager to take full advantage of Boom/Hexen/ZDoom features.Gokuma likes to blend level structure, scripting, and dehack editing cohesively to create unique, wicked stuff. Gokuma would like to thank Russ aka Castle (of the Q2 mod generations team) for his advice that lead to drastic improvement in his level skills. He would also like to thank the Wildman, Dec0nstructor,and Randy Heit for their ZDoom tutorials and examples, Ty Halderman and Jim Flynn for their Boom tutorials and examples, and finally Randy Heit and all the other people who contributed in one way or another to ZDoom and the various incarnations of the editor, DETH. Gokuma hopes to upgrade his computer or build a new one sometime so he can participate in the Skull Tag madness and be able to actually aim at people.You can visit his home page here .

Name: Michael "Risen" Niggel
E-mail: twicerisen@hotmail.com
ICQ #: N/A
Position: Level design, artwork, scripting
Other info: Michael first started playing Doom 5 years ago and started editing soon after. He has always wanted to build new environments to explore, and has started his own TC project, Twice Risen, for that purpose. He has discovered and created some of the DOOM special effect firsts, including shootable glass and what is now referred to as shadowcasting. He has released a small number of single player levels and a deathmatch arena, ArmoryDM. A 6-level pre-release of Twice Risen has also been released. In exploring single player mode, Michael has discovered many ways to expand DOOM. In participating in Skull Tag, he hopes to help expand the multiplayer gaming realm as well. He has already demonstrated to the team his firm grasp on the possibilities of extending this MOD using limited resources, and should prove to be a valuable asset to the team.

Name: Seth "Rhoq" Gorden
E-mail: smig002@yahoo.com
ICQ #: N/A
Position: Artwork
Other info: Like many of us, Seth started playing Doom when the shareware version first came out. Although most of the artwork Seth does is real pencil and paint type art, he's done a handlefull of computer graphics/editing for various activities, with Skull Tag being the most recent. On top of artwork, Seth is also into programming and web page design. Seth is currently a high school student who actually has a life (something rare amongst hardcore Doomers), but suspects that once college rolls around, he'll become a hermit spending all his time at the computer screen, slowly going blind. Sounds all too familiar.

Name: Boris "Tarin" Iwanski
E-mail: tarin@paci-fist.net
ICQ #: 51369184
Position: Level design
Other info: Being the self-proclaimed ACS god, Boris' special ability is to add awesome effects to levels, as seen in his FBase series. He is also a quite good level designer and came up with nice level ideas such as FBase4 + 5. Additionally he created some CTF levels and probably the world's first Domination level for ST and likes to try out all the new ST editig features (such as spring/jump pads ;). Boris is a DM level designer for Team Future and is taking part in some secret project(s). He's one of the few german people in the Doom community.

Name: Mike "Fyrestorm" O'Neal
E-mail: Fyre666@hotmail.com
ICQ #: 84096472
Position: Beta testing
Other info: Fyrestorm is ST's star beta tester. I can't think of anything else to say, so I guess that's it.

Name: Derek "Afterglow" Mac Donald
E-mail: derekmd@frad.org
ICQ #: N/A
Position: Level design
Other info: Derek has released many levels, including The Seventh 07, Jägermörder, Deadly Simplified, 6 level deathmatch series - SacrificeDM as well as contributing to various projects including SurgeDM 2, SlaughterDM, Gothic99, and The Darkening E2. Isn't he 1337? (Carnevil's note: He wrote that himself.)

Name: Dave "mewse" Kiddell
E-mail: mewse@planetanachronox.com
ICQ #: 1811045
Position: President
Other info: He is mewse

Name: Josh "KLiQTeN" Garity
E-mail: KLiQTeN@aol.com
ICQ #: N/A
Position: Artist
Other info: You may remember him as the maker of ::cough:: Doom Anomaly, or just the guy that pissed everyone off with his....errr anyways. After dropping off the face of the doom community for a little over a year he spent his free time breeding monkeys and teaching them to run his design business. Other than that he has been dating his model girlfriend and trying to break into Hollywood, but decided to come back to the doom community and see what was new since the release of everyone's favorite conversion. That's all that can really be said right now since most of his work for Skull Tag has yet to be seen in the public, but once it does you will always remember his name, so bow down :)

Name: Mark "Excalibur Z" Walker
E-mail: exca1ibur_z@hotmail.com
ICQ #: 97747415
Position: Artist
Other info: Like many of us, Excalibur Z started Dooming when the shareware version came out, and got totally hooked when he got Doom II for christmas. After finding out about Doom's level editing capabilities, he started making levels with some neigborhood kids, and even did a couple megawads. Of course, none of them were release quality, but then again, who's first levels were? He's now found his way to doing artwork for Skull Tag.

Name: Chris "KikassAssassin" Schnefke
E-mail: kikassassin@hotmail.com
ICQ #: 42928123
Position: Artist
Other info: Having been around video/computer games since he was in diapers, starting with an Atari 2600 and the monster gaming machine, the Apple 2, Chris has grown into something of an obsession with games that hasn't slowed into high school. When he first played Doom at his cousin's house back in 1994, he knew it would become his next big obsession, but he hadn't realized at the time just how far that obsession would go. Soon, he discovered level editing, and consequently lost about 5 years of his life. Doom has remained the basis of PC games for him from then on, and even after playing all of the great new releases, he still goes back to Doom for that classic thrill. As for his artistic skills, he's been drawing and doodling all his life, and with the experience of 8 semesters of high school art classes, he decided to have a stab at game graphics. Although he's been playing and editing Doom for awhile now, he hasn't been a part of the Doom "community" until just recently. After going through phases of map design and graphics for games such as the Quake series, Half-Life, and StarCraft, he's now returning to the Doom scene to show off his stuff, old-school style.

Name: Jeff "Carpe Noctre" Cuenco
E-mail: jcuenco@sciti.com
ICQ #: 34757680
Position: Launcher development, programming
Other info: Ever since being introduced to Doom by a cousin, Jeff has purchased each Doom ever released and has created several unreleased levels on his own. A couple years ago he and his cousin developed a 32-level TC for Doom2 entitled "Doom 3: With a Vengeance" however they never released it because Jeff, being a perfectionist, was never satisfied with his work and didn't think that the mod was good enough to be released. After the releases of Quake and Quake2 and other 3D shooter games, Jeff started to divert from Doom and started doing level editing for those games and deathmatching over the net, especially after getting his first Voodoo card and getting his first taste of OpenGL 3D accelerated graphics. He came back into the Doom community after hearing of the release of the Doom Source Code. After discovering the various source ports out there, he created a launcher for ZDoom. But since then, after the discovery of Skull Tag, he has moved on to developing for Skull Tag, helping bring to it, among other things, dynamic wad loading as well as an official launcher.