This page is for various maps and other mod-related things I’ve created over the past few years for games, particularly Doom but also other classic shooters like Duke Nukem 3D. Hopefully there will also be a variety of other things here like console game hacks and attempts at doing things with newer 3D engines, but that’s all to come…
PICTURES LATER OK
Doom/Doom II maps
Not my maps, actually – here, I took a classic set of team-based maps for the original Doom engine and updated them to use the built-in team game features of the Skulltag online source port. If you enjoy multiplayer Doom and want to see some of the maps that started the team-against-team FPS craze (before Threewave CTF even existed,) then give these old maps a try.
s5st01: The Hunt for Red Lobstober
A defunct orbital manufacturing and shipping plant in the middle of nowhere, formerly used in the construction of grey crates, brown crates, and nuclear submarines. Today, its experimental interdimensional portals continue to operate, despite costing the UAC billions of space dollars per month. But creepy stuff happens in nowhere, and it’s up to you to save this outmoded facility by scoring more points than the opposing team!
Part of the legendary SpaceDM5 deathmatch pack, this experimental team game map for Skulltag was finished in mid-2008 and finally given a proper release on the first of January 2010, making it officially one of the first Doom maps of THE FUTURE! In this map I played with ZDoom’s stacked sectors feature to create a couple of interesting vertical passages through the map.
map08: The Moon Rules #1
“PLAY THE ORIGINAL 33 DOOM LEVELS THAT INSPIRED ID SOFTWARE’S DOOM 1 AND 2 COMMERCIAL VIDEO GAMES, ORIGINALLY DESIGNED FOR TRAINING SOLDIERS IN IRAQ FOR DESERT STORM AND DETHRONING SADDAM HUSSEIN.” – Yeoman Engineers and Designers of Software
Real truth in advertising.
This map is a deathmatch remake/edit of E1M4 from the original Doom shareware episode, made as part of a 24-hour endeavor to reinvent the classic id Software maps for the deathmatch arena. This wad was intentionally scheduled to be the last wad made in the year of 2008.
map20: The BIGBRIK Experience
Because maps named after textures are always a good sign. This was my second public map release (I think) and also my second at speedmapping, this time for Capture the Flag. This is a kind of weird goofy layout where I decided to use the same texture a whole bunch and also to make the bases perpendicular to each other for some reason. Some people liked it, others didn’t. There are much better maps in this wad.
map04: BROWN1 Sucks
A FFA megawad done entirely on 06/17/2007 with only 30 minutes notice by some bored people on oftc.net and some guys from Doomworld. We accepted maps from midnight to the next midnight. It was good.
The first in the ongoing (right?) 32in24 series and my first speedmap ever. This map was made at like 2 in the morning in a dark room while I rushed to get done so I could go to sleep. It kind of sucks.