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.
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.
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.
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.
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.
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 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.
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.
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.
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.
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!
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.
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.
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.
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
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.
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.
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.
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.
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