This is a list of projects for the video game Doom that I've worked on, either alone or as a part of a team. The projects are organized by their current status: Released, under development, on hold or abandoned.
Released: October 7th 2010
Summary: A huge sprawling underground techbase, involving a lot of green textures.
Description: Jade Earth is a huge Boom map with a steady progression in a huge underground techbase (and caves). Difficulty starts not too hard but progressively gets tougher, but is never anything that a seasoned doomer should have problems with. Of course the difficulty levels are implemented though. This map is really long, so you should save while playing: Par-time is 1:20:00, but first time playing through can take close to two hours!
Download: Aki no Mori
Claustrophobia 1024 2
Released: January 7th 2010
Summary: The sequel to Claustrophobia 1024, where in each map the player's movement must be restricted inside a square-shaped area 1024 map units wide.
Description: Claus 2 was begun during the testing phase of Claus 1024 to make use of the overflow maps. The project involves updating these older maps and creating some completely new maps to bring it to 34 maps total.
Download and screenshots: Aki no mori
Released: June 17th 2009
Summary: Single player 33 maps long community project, where in each map the player's movement must be restricted inside a square-shaped area 1024 map units wide. See also Claustrophobia 1024 2.
Description: For Claustrophobia 1024 I had done four maps: Map03, map27, map30 and map31, in addition to which I was involved in editing a number of other maps which were moved to Claustrophobia 1024 from Claustrophobia 1024 2. Map03, "Break the Chain", is a simple techbase designed to be playable in tyson style. Map27, "Hell Sewage", was my first map for Claus and also my first released serious map in a long time. It's a dark, gritty and hard techbase/sewage plant. Hell Sewage was also a huge pain to balance. Map30, "Thanatophobia", was made around the idea of a moving Romero head. I've never been a fan of the Icon of Sin, but the idea for Thanatophobia seemed interesting enough to try. The result is an extremely chaotic and a very hard map which some people love and the rest hate. Map31, "Skyscrape IV", is arguably one of the most complex 1024 maps to date. With 24 different routes, it could be considered even too complex given the limitations of a 1024 map. Thematically it's a sprawling Japanese space station infested with demons, and also a pretty hard map.
Doom Wiki links: Claus 1024 MAP03 MAP27 MAP30 MAP31
Doomworld Speedmaping Compilation #21
Released: June 10th 2009
Summary: A set of eight Boom-compatible maps, each made in no more than 100 minutes.
Description: I had created two maps for this set, map02 and map08. Map02 is a simple techbase with a few slaughter-like fights and a variety of texture themes. Map08 is a dark, brown techbase with a bit more slaughter.
Elegy for them Vigil
Released: May 3rd 2007
Summary: A non-linear tech base being turned into an outpost of hell. For ZDoom.
Description: My first (and so far only) ZDoom map, Elegy is pretty non-linear requiring you to find all six keys in an almost completely free order. The map has over 700 monsters and a first try can easily take over an hour. Unfortunately the map can be quite confusing and some areas are definitely rushed.
Ode of Resurrection
Released: Jan 9th 2007
Summary: A non-linear limit removing techbase.
Description: Ode of Resurrection is a spiritual prequel to Elegy, this time you only need to find the three key cards in any order. The map can be pretty difficult at time, although it's not very long. It's rathet unpolished and there's way too many misaligned textures.
Download: idgames (original) idgames (coop version)
Released: Oct 21st 2007
Summary: A set of four action packed maps with very low detail. All but map01 are more or less gimmicky.
Description: MastMaga is a non-serious mapset with the intent of just making maps with some fights in them. I had intented to turn this into a series, but we'll see what happens.
Nostalgy: Trip down my memory lane
Released: Apr 26th 2009
Summary: A re-enactment of one of my first maps ever. Has three gameplay "modes."
Description: I had originally created this map long, long time ago and then lost it in a hard-drive crash. After a few years I decided to re-create it, trying to stay true to what I remembered of the map. The result is a hard slightly non-linear 1996-style map. There a three "modes": HMP difficulty is close to the original map, UV is a more modern HR-like difficulty and HNTR item and monster placement was made by the crazy Greek Maes.
A Lost Soul
Released: Dec 17th 2006
Summary: A map with only arch-viles. Boom-compatible with Zdoomism. :(
Description: This map was originally created for the 1monster community wad, as my first community effort map ever. I decided to make a map involving my favorite Doom monster, the arch-vile. However, after submitting the map to 1monster I hadn't received any reply for months, and I assumed the project had died. Thus I uploaded the map to idgames, only to hear a lot later that the project was still alive and the map would be included there! The map was re-balanced for 1monster, making it easier there, and it was renamed to "Musical Bar-B-Que." At least the original map is broken in Boom, despite being a Boom map...I really should re-visit this map some day and make it better.
Doom Wiki links: 1Monster
Download: idgames (original) idgames (1monster, map23)
Released: Jan 31th 2005
Summary: A map for the EDGE-port, designed to be played with Immoral Conduct.
Description: Although playable with stock Doom weapons, the gameplay of Starlit 1 is particularly designed for Immoral Conduct. You are expected to use silenced guns and throwing knives to avoid awaking monsters while you're still weak, and you're supposed to use flares to lit your way through the dark and claustrophobic caves. Other than that this is a pretty noobish map, and also my first idgames upload ever!
Projects under development
Projects on hold
Summary: A set of serious (unlike MastMaga) and short action packed maps.
Summary: A single map for Doom 2 in an episode 4 marble style, involving low ammo situations and tysoning in a flying hellish fortress.
Summary: The sequel to MastMaga 1, more zany action than ever!