Large levels made to confine and push the strict technical limits of the Doom Engine
Remotely worked on over the span of several months
Levels created while most assets were being made
Multiple levels created
All deadlines met and followed promptly
Free version chosen to be Ported to Bethesda's official Doom port on XB/PS4/Switch/Android
Vanilla Doom Engine used
In my design experience with REKKR I enjoyed the process of communicating with the small team to create levels people would enjoy experiencing across all play styles. I felt open to voice my ideas to offer a more expansive view into what the player and community would expect or want from the areas I was creating. I also worked diligently and asked for assistance when fixing or encountering issues with the game or my level. My job was to create maps based off a spreadsheet given to me with specific points, I built off from that to create some of the levels seen in the game.
For Magnus Avenue I mainly went with my constant feeling that urban areas should feel "lived in" and have as much reality as the engine could provide without harming gameplay. I would ask "why does this structure exists?" and "why would people come here?". Oddly enough, the level only called for some apartments but the courtroom/jailhouse was my main addition that seems to be a good eye catch to many. Due to the strict vanilla limits I negated excessive details like washrooms or most furniture. I often feel this is my favorite level I created. When I play old Doom levels I imagine large complex and explorative areas, some may hold nothing but environmental story, some may have secrets. I often see it listed as a highlight which makes me proud.
For Danse Macabre I did the opposite really, it was a fun bonus map that went for style over substance. I experimented with engine tricks and mixed up scenarios for the game. I sort of tried to tie it around a theme of Daylight and Night but it was very loose. My thought was to add some variety and try to do things the base game wouldn't have. I personally have a lot of things I'd do differently now but I occasionally see people ask how to reimplement it into Sunken Land which makes me happy to see.
For Growth Sanctuary I was given the task of creating a classic 'Heretic' styled map. A straight key-hunt and find the exit style map with combat and secret hunting. As with all my maps I tried to paint the backstory of a fortress colony surrounding a tree which I took inspiration from the many Roda tree levels throughout the YS series. I really wanted to portray an area of the world hidden away in this tree colony. There is also a small Shadowgate reference for those willing to search for it. A big thing I wanted to ensure was using all of GZDoom enhanced features to make a level that couldn't be done in just standard Doom engine games. The tight deadline and learning the mechanics of the game where quite a task for me but I felt by the end I knew what I was doing and felt there was a good balance of combat and exploration in the finished level. It meant a lot to be picked for this fun level sets creation and the mappers were good at helping each other.