Wrote a detailed article on
Valley of Echoes because I was bored with no interwebs.
12 / 11 / 2016
pal 4 lyfe zokum has been grinding away on doom wad blockmap
theory for some time now, and has something to show for it.
zokumbsp is based
on zennode and touts some impressive features, perhaps most
notably is the potential to reduce a vanilla map's blockmap size
by a large percentage. I will not attempt to explain how this is
possible, zokum is updating his page regularly with more and
more info so go have a read.
12 / 10 / 2016
Working on an original design, no more 3rd party template dealios!
So forgive the mess as I kill the bugs.
6 / 7 / 2016
Huge thanks to BahdKo for letting me slum it up on doom2.net! I
dropped my ISP and I was up against the 15MB webspace limit anyway,
so some images were hosted by 3rd party and future projects/works
would have had to be shared by google drive or something like that.
But I don't have to worry now, I can begin to fill the doom2.net
drives with cat pictures!
Fixed some crap on various pages, but the dynamic page widths are
annoying the hell out of me. This is just some css/html template
that someone made 5 years ago and I've probably butchered in the
meantime, the code is kindof a fucking mess, and rather than fix
it I'd rather just start a design from scratch myself. But that'll
be for a rainy day, got other priorities right now!
5 / 6 / 2016
Moved the Mourning Halls writeup to --> review section
4 / 26 / 2016
Doing some housecleaning here, would be nice if I updated more often...
For a while I've been tinkering with scripting in DECORATE for a
zdoom mod, with the goal of doing a bit of balancing on the gameplay.
Since it seems like an endless cycle of tweaking, playing, tweaking,
I've given it the title "The Carousel". Although the current version
seems pretty solid (though untested in multiplayer). It'd be cool to
port it over to Eternity but the documentation for EDF was abysmal
last I checked.
Been quite busy with another small project as well, which should
see some release soon. I await the negative criticism with glee!
Ooh, while I'm writing this, Romero released another map,
my first attempt at it.
1 / 23 / 2015
Thanks to some helpful folks I have updated Levenbrech with some
fixes and changes.
While I'm at it, let's "Blog" a bit (i.e. spout philosophy into
a vacuum). Why have I been mapping for vanilla Doom lately,
instead of modern limit-removing source ports? Initially, it
was a painful reluctance to go back to working with visplanes
and seg limits and slimetrails galore, but I did it as a
concious way of keeping the editing process within a sane
completion time, because without limits I tend to get
absorbed with endless adding of features and details.
However, as time goes on, I see more and more value with
using vanilla (well, more technically, fraggle's fantastic
Chocolate Doom) as
my target for map compatibility. The Doom community is so active
and in so many varied ways, that there are entire sub communities
dedicated to very specific kinds of modifications. There are mods
that have added sprite art to smooth out much of the animations,
or sound mods that recreate the sounds from the original sources
in higher fidelity, or scripting mods that change the behavior
of the gameplay, or complete overhaul mods that change all of
these things for a totally different experience. All these mods
use the original game of Doom as their base, and therefore can
be run on top of Doom (although whether it's fun or not is
often the subject of debate). I mean the most extreme ones that
have a completely new roster of enemies and weapons will ruin
any map-specific balance, but they'll still run on top of a
However by targeting a specific special feature
of a particular source port for a map, would then limit the
user to only playing said map with mods that work with that
port (and mods are often specific to a single port). So,
since everyone has their favorite port and favorite suite
of mods that they fire up along with it, I feel that
targeting vanilla allows people to play it to their own
tastes and not be constrained by the author's "one true
artistic expression" of the map.
And yeah it's a huge time saver to not be tempted
by scripts and slopes and polyobjects and original mp3
soundtrack and so on ;-)
1 / 15 / 2015
Spent a good 2 months working on a map, revisiting the ol' Alien
Vendetta resource wad. It's not part of a bigger project or anything
but maybe I'll make more maps in the same vein, Some Day. So
yeah check out Levenbrech if it suits you.
Oh and I also put up a page for a map I made a while ago called
Once Upon a Slime. It's a little tribute to the id designers in
similar fashion to the famed "twid" projects (which I am not
involved with). So yay, two maps for the price of one!
10 / 30 / 2012
Reworked "Those Before Me" heavily over the past few months and gave it
a slightly less depressing title. Oh and there's a second map now too.
Check out the "Curst" page if you are so inclined...
3 / 19 / 2011
Thanks to comments from several playtesters,
"Those Before Me" is at a point where I'm comfortable considering it
finished. Go to the maps page and try it out!
3 / 14 / 2011
I have a new map ready for testing, "Those Before Me". I'm
interested in bugs, gameplay problems, but also general opinions. Send
them to me (email is in .txt)! Maybe, based on feedback, there will be
a finalized version by next week.