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 - 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 journed 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. |
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. |
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. |
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. |
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!!! |