welcome to my DOOM page. i learned what a linedef was after playing SRB2 and DOOM Legacy at 6 years old, and i learned about DOOM Builder not long after that. despite playing a sonic fangame first, it didnt take me too long to play the original game, and falling in love with it. from a young age, ive been fascinated with the endless cretivity of mapping, and the abstract nature of DOOM, and ive been mapping for about as long. DOOM might mean something different to me in comparison to other mappers, probably due to my alternative exposure to the game. DOOM is an endless, colorful, horrifying abstraction on horror, and some of its other versions may have also had an everlasting effect on my young mind.
i didnt start mapping for the original DOOM in any capacity until the later half of the 2010's, as i got my start with SRB2 mapping in Doom Builder, SRB2 Doom Builder and later Zone Builder. as a result of this, i tend to make much larger areas due to that kind of scale being the thing im used to. i also tend to map pretty slowly, i am not a speedmapper, though i do believe i am getting faster.
i tend to try to make things that are either cool or stupid, as thats what i enjoy. i enjoy DOOM platforming, and i usually try to have a specific flow to the platforming i make, or i make it so that you can feel cool pressing the WASD buttons in an cool way. *smiley face* i also enjoy making slaughtermaps, but in a way that encorages the player to keep going! i always shoot for just above the average players skill level. MAP18 and MAP29 of Ancient Aliens are the gold standard for slaughter and map progression in my eyes. i hope you have fun playing my maps if you decide to do so. dont give up!
2024 - effervenza - Ship of Theseus - complevel 9, dsda-doom, opengl rendering |
 | the final stop for the ship of theseus, and an absolutely maddeningly huge level. this map was started as a remake of a map made by fellow mapper "ptrdoom" that ended up getting very out of hand. this map was supposed to take two weeks to make, and i ended up taking three months to complete the map. the map is an absolute gauntlet with 1,800+ monsters on ultra-violence. travel through and underwater base built at the bottom of an impossibly deep waterfall, and make your final stand in the heart of an alien waterfall realm.
(get it on idgames!)
(release thread!) |
2024 - Command Control - Jaguar Doom Recreated From Memory - Atari Jaguar lol |
 | map04 of jaguar doom remade from memory, along with some additions im sure. not really much to say other than i think this project is very funny and i cant wait to see if fully completed. |
2024 - Central Processing - Jaguar Doom Recreated From Memory - Atari Jaguar lol |
 | map06 of jaguar doom remade from memory. i think i got some wires crossed with the pc version in this one, namely in the ending room. |
2024 - Deimos Labs - Jaguar Doom Recreated From Memory - Atari Jaguar lol |
 | jaguar doom map12, done from memory. this one was the one that made me take so long due to my work on Amalgoom. i basically burnt myself out on both projects because i got sick of looking at deimos labs so often. i sure that a lot of things were messed up/unfairly remembered due to my work on amalgoom, but im at least glad that i got it done. |
2024 - Spawning Vats - Jaguar Doom Recreated From Memory - Atari Jaguar lol |
 | jaguar doom map15. this was one of the maps i worked on a bit back when i was hospitalized, then i just let it sit for a long time along with limbo. |
2024 - Limbo - Jaguar Doom Recreated From Memory - Atari Jaguar lol |
 | map22 of jaguar doom remade from memory. had the opening of this map sitting around for a bit before finally finishing it up getting out of my way. |
2024 - The Inmost Labs - Amalgoom - complelevel 9, dsda-doom, opengl rendering |
 | originally started by me in 2023, this combination of The Inmost Dens and Deimos Lab ended up being a collaborative effort between myself, DoomGappy, and The Royal We. a run down base surrounding and ancient temple sends the player on a twisted journey through cities swallowed by hellspawn, their reality all-consuming. those who have gotten close to the temple have noted that they believe theyve heard sounds of some kind of machine inside, and others have reported seeing the inside in their nightmares. well, they wont have to worry about that anymore.
(release thread!) |
2025 - coffee bean - 7 Sectors - complevel 21, dsda-doom, opengl rendering |
 | worked on for about seven hours over the course of ten days, this is one of the quickest maps ive made, as i am not a speedmapper. coffee bean is named after the song i was listening to when i started it. it is a simple, silly, and stupid platforming map with a few surprises left in it, and some really fun minimal sector art that i spent the majority of my time making instead of completing the map. this map also contains one of the strangest monster teleport closets ive ever made, that being a three tiered cross outside of the map that i almost used a voodoo doll for! this map will lag on certain ports, especially gzdoom with all the cool effects turned on.
(get it on idgames!)
(release thread!) |
2025 - The Names They Screamed - Amalgoom - complevel 9, dsda-doom, opengl rendering |
 | a simple, yet vibey credits map for Amalgoom. added some custom textures for the fade to black it has, as well as adding everyones names and patching them together. if i hadnt procrastinated a bit on this one, it probably would have only taken me an afternoon.
(release thread!) |
2025 - alien in the dream - TWANGO II: Neon Maya - complevel 2, vanilla, software rendering |
 | a large deathmatch map spanning from our own world to a a bunch of off-world locations. fight your friends (and enemies) over who gets to tell the world about the hidden intergalactic portal system that the UAC and the Illuminati are hiding from you. music is a MIDI cover of Architects Of Change by Spencer Nilsen done by my friend LunarCryptik. TWANGO II has since been cancelled, and i will be releasing the map on this site at some point in the future. |
2025 - me when gappy is in doom i dont know i havent fully read part 8 i still need to do that im sure its pretty cool but why did it take so long to have a villain in that part like i dont get it part 8 ran for ten years and it just seems a bit excessive you know what i mean? - gopeys bday cake extravaganza - complevel 9, dsda-doom, opengl rendering |
 | the quickest ive ever done a map. i am not a speedmapper, so 4-5 days or so was a pretty big challenge for me. im sure this map is riddled with bugs, but it works well enough. this map was made for my friend DoomGappy's birthday. the original art for it was done by digboye, and the music is a MIDI cover of Automatic Man by Michael Sembello done by my friend LunarCryptik. happy birthday gappy!!! i am unsure if this map will ever be released properly, that is up to gappy. if he does then i will update this further with a link to it. |
2025 - Nobuhiko's Recycle Bin - RAMP 2025 - GZDoom |
 | was contacted by The Royal We at the eleventh hour to help fill in some of the blanks on this map, and i had a lot of fun adding three little things to it (and staying up until 5AM doing so!) added a fun decal somewhere on this map, see if you can find it! (its not hard, promise!)
(download RAMP 2025!!!) |
2025 - Sample Heaven - Musical Mayhem Speedmapping Project - GZDoom |
 | im not really a speedmapper, but this project ended up catching my eye (even though i ended up dismissing it after seeing the 4 hour time limit.) and i ended up spending a portion of the previous night weighing my options by going through my winamp top rated. it was either this or "Monarch of Death Rave by Rotteen." i ended up going with this one due to it having a simpler palette for me to work with. overall this one was a fun exercize and i may do it again if the right album art comes along, and there are a few im considering already, but only time will tell, i suppose. also hello to mere if you are reading this! thank you so much for letting me just shove your music into with with no regard, i appreciate you.
(listen to sample heaven and support mere!)
(release thread) |
2025 - Central Processing - Ultimate Doom Facelift Project - complevel 2, vanilla (limit removing), opengl rendering |
 | i joined this project as of march of this year (2025) and briefly started on an iteration of this map, but was not happy with it in the slightest, so i shelved it until october of this year. the main portion of the origonal doom 1 map was made as a backbone, with some little details and alternate areas scattered about. i think it makes it feel a bit more like a proper facility that is processing nukage into drinkable water for the people of the phobos base. obviously this facility has failed and the nukage has now contaminated everything and turned it into a poisonous deathtrap. i really like some of the details ive added in this map, especially in the opening area, with the diverging pathway that leads to the red and blue keys. namely, i really enjoy the dents and impacts in the floor from where other demons have come through and mauled the previous marines defending the facility. really, this map is mainly an excuse for me to overdetail something and give the nodebuilder a run for its money. maybe not quite effervenza 2. |
2025 - LOVER.1 - SSS02: Around The World in 48 Hours - complevel 9, boom, opengl rendering |
 | i think this map turned out okay. as ive stated, i am not a speedmapper, which is part of the reason some of the projects im on take so long. i love to take my time and feel things out and actfually design things.i love making pretty visuals, with absurd shapes that dont have to make sense at a glance, but i also love to spend time giving them purpose. giving parts of my maps purpose is half the fun to me, being like, "this place exists because these people needed it for this thing and blah blah blah here is a shotgun" and this is no differnt here. i dont think LOVER.1 will be the last of its ilk, but it might be the only one that ends up being the result of a speedmap. while i was making it, i felt like it was part of a larger story, wherever it is placed in that story is unknown to me, it it feels like its there. i suppose time will tell that story, but in its own weird way.
(get it on idgames!)
(release thread) |
2025 - PROMENADE - SSS02: Around The World in 48 Hours - complevel 9, boom, opengl rendering |
 | broke a lot of personal records this year in regards to speedmapping, from the gappy map from earlier this year, and coffee bean earlier than that, this has by far been the quickest ive ever made a map start to finish. if im honest, this map is stupid easy and not very good, but i like looking at it, it scratches a part of my brain that i love scratching, and thats what really matters to me. i started this map an hour before the deadline, and finished it just about as the deadline hit. i didnt go into it really knowing what i was going to do, but i did reuse some ideas i had thought of earlier in the day. the light sequence, for instance, was something i was going to do for a different map that i was going to make for this project, but ultimately fell through. and the stair builder abuse was originally used for LOVER.1 when i had a larger scope in mind for it. visually, this map reminds me of some old SRB2 maps, probably in the way old SRB2 used its greens.
(get it on idgames!)
(release thread) |
2025 - Banned on sight - complevel 9, boom, who cares, joke map |
 | stupid, awful, terrible joke map i made on my mac while at a convention. surely there is nothing wrong with this map. it was horrible to make on my mac, due to udb running extremely poorly through the compatibility layer and crashing at least four times. to no ones surprise, the map is bad and runs poorly.
(download) |