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: