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My first released doom map, set in a marble temple with some
hellspawn thrown in towards the end. It's vanilla doom compatible and features
many switchey changey sectors, which open out the level as it progresses.
note: this contains the "multiple stairs sectors" bug where with some ports (zdoom) a set of
stairs wont raise, fortunatley zdoom has jumping to allow you to get around this :-)
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My second released doom map, set in a mountainside tech base. it's quite dark in places and here i attempt
to contrast the dark interior with the brightness of the sky and consoles in places. this map takes the
step up to boom compatibility and features a little "voodoo doll" scripting (however it still works in Legacy)
as well as an attempt to create a new monster. it's relatively easy, even on UV so there's no reason not to give it a go :-)
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This can be found in the archives as "dac1.zip" as it was released as one of the Doom Advent Calendar 2005 maps.
It's a basic Doom II slime facility, smallish, fast and probably quite deadly. Partly inspired by one or two of the LoH maps
that I recorded demos on.
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A quick 1024 map I bashed together for a competition on doomworld, it uses some cunning tricks to expand the playing area, most
obviously by having the player travel through a tunnel, only to emerge in an outdoor area above it! Not particularly tested and
tweaked and so the surprise at the end is probably a bit, er, mean of me :-)