Doom II Level Design

Crucified Dreams

Jun 22
2006

Crucified Dreams

42 gothic deathmatch levels that aren't just gothic
The eight years-running epic project I took over and brought to completion through OCD iterative design. Part-homage and part-you-haven't-seen-this-before with a cheeky MAP30 ending.
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 intentional known.
Lamentations

Sep 25
2004

Lamentations

6 deathmatch levels of Ola's sick textures
Me not wanting to let the texture set go to waste as my doom2.exe-restricted work in Darken E2 didn't explore all the possibilities. I continued my id-remake trend by doing Q3DM1.
Hell Revealed II

Dec 31
2003

Hell Revealed II

32 map impossible megawad
I added minor detailing in rooms near and around the exit, really not altering the layout or items whatsoever. Not much beyond that. Really nothing at all.
Skulltag

Mar 21
2003

Skulltag

Gameplay mod with my mapping contributions
Y-axis mouselook allowed me create to Quake III Arena-inspired vertical tiers. D2DM9's ledges are too narrow which I amended in my Crucified Dreams 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 about 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 a 32 map megawad with exclusive new weapons, the graphics artist lost all the sprites in a hard drive crash (no cloud 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, using animated transparent textures to simulate horizontal movement. Batman Doom around that time also did the same for a wind-waving flag.
Helios

Jul 24
1999

Helios

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

Derek MacDonald

"Afterglow"

After picking up DCK, I was hooked on Doom II level design. The main attraction has always been in shape and form rather than simple shooter mechanics of the now classic game. My creations have leaned toward sprawling, detail-oriented environments with non-linear layouts to enhance replayability. In many cases, I would set self-imposed limitations and attempt to stretch out what can be accomplished within those parameters. e.g., exploiting bugs in the engine to accomplish 3D effects (given Doom is a top-down 2.5D engine) or restricting to a set of wall textures but forming new uses by splitting them into subsections. My approach was to improvise architecture, themes, and gameplay traps. Consistency of that project would then be refined through iterative cycles.

In 2003, three releases I was involved with were named in The Top 100 WADs Of All Time, including my solo work 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 sense of location
  • Warren Marshall, John Bye, and Ola Björling for their approach to exaggerated lighting
  • Matt Dixon for how to use clever geometry to exploit any possible use of a 128x128 8-bit texture