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Any Doom mappers who worked on maps for other games?


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Is there any well known or renown mappers here in the Doom community that also tried their hand on other games like Wolfenstein 3D, Quake, Duke Nukem 3D, and even Blood?

Edited by Jannak

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oh yeah, tons. a lot of the mappers in the years following doom's release eventually ended up hopping on over to quake and making maps for that, and some of them even got picked up by major studios to be level designers (two prime examples being matthias worch at epic and iikaa keranen at valve)

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Tim Willits. Dude had one of the best PWAD-to-official designer careers out there.

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Roger Ritenour actually did some maps for Quake II!

 

I think Tom Mustaine (and Levelord too, yeah, he made Doom maps as it happens) may have done mapping contributions for SiN as well but he might've more overseen the process than take part. You'd have to ask and see if he remembers or bothered to save the documentation.

 

Mal Blackwell and James Wilson would go on to work on games like Redneck Rampage and Blood respectively.

 

And of course, Jeremy Statz,  Dario Casali, and Mattias Worch Memento Mori alumni each ended up in charge of game development of sorts for different studios. (Iikka Keranen too, although truthfully, I never bothered to look up his title)

 

To say nothing of Alex Mayberry whom I also believe went on to work on Redneck Rampage and first Quake II mission pack! I think he's currently a VP for Warner Interactive.

 

Adam Williamson, Stephen Watson, and I could've sworn Sean Birkel (I was wrong however) would end up joining forces on HACx but who knows if they really ktp up careers after that!

 

Rand Phares went on to number of projects, most notably an updating of Theif called the Dark Mod.

 

That's basically all I know besides what Edward posted naturally :P) And believe me, I've looked! Memento Mori especially made me curious

 

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You asked for well known level designers and I don’t think this guy really ever made a name for himself on the Doom scene, but nevertheless he did manage to get work at Valve. And actually I think he had a leading role later on. His name is Brett Johnson.

 

Many, many moons ago I was approached by Brett who wanted me to host six of his levels on my website. I was honoured to do so and the files are still there if you’re curious.

 

https://www.windward.dk/TDR/old_stuff/Brett_Johnson.htm

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LadyMistDragon's post covered a lot of the ones that spring to mind. I'll just mention T. Elliot Cannon (aka Myscha the Sled Dog), who made some impressive contributions to the Unreal series in particular.

 

https://5years.doomworld.com/interviews/teliotcannon/

https://www.telliotcannon.com/

 

The mention of Tim Willits reminds me that one of the local walking trails I use goes right past his old address that he gave in his earliest text files.

 

Oh, and Justin Fisher.

https://doomwiki.org/wiki/Justin_Fisher

Edited by Grazza

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  • 3 weeks later...

Well, obviously, John Romero, Sandy Petersen, American McGee, Tim Willits... 😄 In fact, both Tigger-oN and @Spirit (https://maps.rcmd.org/doom/) made some Doom maps back in the day. @Bauul (https://lvlworld.com/author/Bauul) also has some Quake 3 maps from the old days. @Zanieon's made some interesting levels for UT3 and Left 4 Dead 2 (links in his bio).

 

@DASI-I and Iruka Software are in the process of making a brand new game called Falconet, beta versions are available for both Windows and Linux. Another big name to mention is TheMrBenpulido, as this is the author to whom we owe the crossovers Quake 1 Arena, Quake 2 Arena, Quake 4 in Quake 2 and Infernal Stroggos (Quake 4 in Quake), as well a Sonic Robo Blast 2 mod Sonic The Hedgehog The New Adventure and a Jazz Jackrabbit 2 mod The Lost Levels.

 

@kristus is responsible for releases such as Heretic - Curse of D'sparil, Hexen - Curse of the lost gods and of course Doombringer. Finally, a well-known fact is that after @Foofoo left Doom, he released several Commander Keen mods under the name Bernie.

Edited by Geniraul

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There's a large bunch who made Quake maps. Like @kdoom @Kaiser Iikka keränen @Aardappel@King REoL etc
@Shaviro Kasier and I also made Doom3 maps. Shaviro and a few others also made maps for a GBA game once.
 

kdoom also made a bunch of Sauerbraten maps iirc. He and I used to also work on Quake2 and RTCW mods that never saw the light of day unfortunately.

 

Kaiser worked on a bunch of games since he got into the industry some 15-20 years ago.

 

@leileilolmade a bunch of stuff, Open Arena in particular.

 

@Jeharis working on his own game using the FTE QuakeWorld engine

these days

 

There are a few people who's names escape me now. Remember one guy was working on some Quake 1 engine games . IIRC he had previously been doing a bunch of stuff for the Jdoom engine. But I may be misremembering.

 

Jeremy Statz was one of the level designers on Hacx and ended up working on Raven on games like Elite force.
 

On 7/31/2023 at 6:34 PM, Russell_P said:

I made a Wrack map, but it suffered from the most severe case of 'mapping creep' I've ever encountered and ended up being absolutely huge. By the time I finished it nobody was interested in Wrack anymore (or at least most of the community had moved on).

https://steamcommunity.com/sharedfiles/filedetails/?id=1086544456

Remember playing that map. It was the best Wrack map out of the ones I played.
 

 

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Hey Kristus!

 

I tinkered with many games over the years, when it comes to map creations. Duke3D, unreal, quake1,2,3, halflife1,2, cryengine.

 

For me, Cube1, Sauerbraten, and Tesseract were a very close second to doom. Doom is the only one IMHO, that stays fun over the years. I suppose we should thank the guys that gave us so many cool source ports, for keeping good old doom fresh.

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3 hours ago, kdoom said:

Hey Kristus!

 

I tinkered with many games over the years, when it comes to map creations. Duke3D, unreal, quake1,2,3, halflife1,2, cryengine.

 

For me, Cube1, Sauerbraten, and Tesseract were a very close second to doom. Doom is the only one IMHO, that stays fun over the years. I suppose we should thank the guys that gave us so many cool source ports, for keeping good old doom fresh.

Hey Kurt, good seeing you around. :)
Ah yes, I forgot that. IIRC you made some SvenCoop maps for instance that we played back in the day.

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22 hours ago, kristus said:

Hey Kurt, good seeing you around. :)
Ah yes, I forgot that. IIRC you made some SvenCoop maps for instance that we played back in the day.

I forgot about svencoop, that was a cool mod. I could go on listing others, but they almost all ran on some variant of doom, quake, or unreal engines. Dozens of games, but just a few good engines powering them all. I even got into motocross madness for a while ( map making ) because I wanted to better understand the terrain engines. Probably 80% or more of what I did, never saw the light of day. 

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On 8/16/2023 at 5:45 PM, kristus said:

Hey Kurt, good seeing you around. :)
Ah yes, I forgot that. IIRC you made some SvenCoop maps for instance that we played back in the day.

I know that Brad Carney did the voice for Nimrod, me inspired by you has made me create my own ultimate doom episode

Edited by RonLivingston

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I cannot believe it has been 10 years since the release of Key to Freedom. I uploaded this teaser trailer on 10th Oct 2012 for the release of the beta. The full game/mod (known internally as a custom story) released 1 year later. But I would continue to patch it over a period of the next 2 years. Many of the things I learned in game development and level design was thanks to this custom story. Doom Zero owes its existence to Key to Freedom, as well as its methods and philosophy of design.

Link: https://www.moddb.com/mods/key-to-freedom

Edited by DASI-I

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Far from a well known or renowned mapper, but before I used to make some maps for Unreal Tournament and other games (cellphone ones), so I expect a lot of people here to also share the hobby with other games :P

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Doom modding in general is often a gateway to other videogames. While im not a mapper in any regard, my work testing Devilution maps for a few people and the following testing and management of Revilution got me a job offer at Re-Logic, developers of Terraria, and now I have my name in the credits for that game.

 

Ive made extensive mods for Dungeon Keeper on my own time, but I never published anything as I lost the computer with most of the completed work, and a lot of the maps I designed on pen and paper (I have the red folder they are in in arms reach, I found it again! I designed the equivalent of two megawads back then) turned out to not be all that viable with the game's static limits (Which are now opening up thanks to KeeperFX)

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El Zee of the Return of the Triad TC went on to work on ROTT 2013 before forming his own studio to create the Amid Evil games.
 

The recent ROTT remaster contains levels by El Zee, Matt Tropiano, LexiMax, Kaiser, El Zee and Gooberman (who has gone onto a long career in AAA gaming himself… as a coder. Does that count?)

 

Someone, possibly Edward850, snuck a remake of an old LexiMax Zdaemon CTF map into the Quake 2 rerelease. That probably counts. :V

 

Iikka Keranen joined Valve at its dawn and stuck around there (hooray for ctf_doublecross!) until relatively recently, but he’s also made his own indie games on the side as part of Digital Eel. Check out Weird Worlds: More Adventures In Infinite Space for some galaxy-trotting fun on your lunch break!

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18 minutes ago, Kinsie said:

Someone, possibly Edward850, snuck a remake of an old LexiMax Zdaemon CTF map into the Quake 2 rerelease.

Correct. Lexi was doing ROTT:LE at the time, so I joked about porting her old ZDCTF map to Quake2 to make it immortal. We all had a good laugh.

Then I just did it while sending her screenshots to supervise.

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