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 usually would be to improvise architecture, themes, and gameplay traps. Consistency of that project would then be refined through repeated iteration.

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 128×128 8-bit texture

WADs

 

  1. Crucified Dreams

    June 22, 2006

  2. Jägermörder 02 : Terra Nova

    July 18, 2005

  3. Lamentations

    September 25, 2004

  4. Hell Revealed II

    December 31, 2003

  5. Skulltag

    March 21, 2003

  6. SacrificeDM

    March 25, 2001

  7. SurgeDM 2

    August 20, 2000

  8. The Darkening: Episode 2

    March 8, 2000

  9. Morbid DM 2 – Flood Dead

    March 7, 2000

  10. SlaughterDM

    January 1, 2000

  11. Gothic 99

    December 25, 1999

  12. Deadly Simplified

    November 22, 1999

  13. Horizontal Spinning Fan

    September 9, 1999

  14. Helios

    July 24, 1999

  15. Jägermörder 01 – Chemlab

    June 18, 1999

  16. The Seventh 07 – Final Portal

    February 28, 1999