Arranged chronologically — from newest to oldest, by initial release.

Speak of the Devil (2023)
MAP06 of DBP62: Haunting Hollow, a community mapset by the Doomer Boards forum community
A spooky map for a spooky Halloween mapset. Explore a shard of a Lovecraftian town, violently ripped out of its home world. The basic idea, of a rural settlement suspended in endless void, came from "It's a Wonderful Life".
- Release history:
- 2023-09-26 - map v1 posted at Doomer Boards forums (in development thread, not available for guest users)
- 2023-09-28 - map v1.5 posted at Doomer Boards forums
- 2023-09-30 - map v2 posted at Doomer Boards forums
- 2023-10-01 - map v2.5 posted at Doomer Boards forums
- 2023-10-02 - DBP62: Haunting Hollow officially released
- 2023-12-13 - map v2.6 (minor visual fix) posted at Doomer Boards forums
- 2024-02-12 - v2 (final) of DBP62: Haunting Hollow is released

Tribute to the Lamplighter (2021)
Standalone map
[unreadable] ...she rebelled or perhaps grew senile, as even angels may do, and her work became sloppy and grotesque. Her creations would explode into lethal radiation tearing invisibly across the cosmos, or collapse on themselves into blots of gnawing, murmurring void... [unreadable] ...in an attempt to curry her favor, and direct her destructive might to their own ends... [unreadable] — Preliminary translation of Tablet XXVII
A linear map of sometimes-excessive difficulty, set among brickwork suspended in crimson space. Here, the basic concept was "a space station textured like a medieval castle", and was partially inspired by SCP Foundation's SCP-580, with its theme of a modern-era technological achievement inexplicably created with medieval tech.
The map was originally titled "When the Stars are Right", and was going to be submitted for the Doom community's 2019 "NaNoWADMo" project, but was not finished in time.
Fun fact: the final title came from a list of GPT-2-generated map names.
- Release history:
- 2021-02-14 - map v1 posted at Doomer Boards and Doomworld forums
- 2021-04-19 - final version posted at Doomer Boards and Doomworld forums
- 2021-05-09 - map published at the /idgames archive

Ankheg's Keep (2020)
MAP22 of 3x3, a community mapset by the Doomworld forum community
A challenge map built under strict limitations: 3 flats, 3 textures, 3 enemy types. As a self-imposed challenge, I tried to create this map within a time limit of 2 hours or so, although I failed in the end. A series of marble catwalks and underground passages, set around a pool of brown slime. Rather half-baked.
- Release history:
- 2020-12-30 - map posted at the Doomworld forums
- 2021-01-31 - mapset published at the /idgames archive

Crimson Nectar (2019)
Standalone map
The grass in Hell is nourished by the blood of sinners. Make a contribution.
A very short, very small map, created within 30 minutes for a speedmapping challenge by FanTazTiCxD.
- Release history:
- 2019-09-11 - map v1 posted at the Doomworld forums
- 2020-02-22 - map published at the /idgames archive

Locked Room Mystery (2018)
MAP43 of Doomworld Omega Project 2018, a community mapset by the Doomworld forum community
The Colonel is dead; suicide seems dubious.
The basic gimmick behind this map was "almost the entire action happens in one small room." It was partially inspired by the opening parts of E1M5: Jigsaw, a map from the Blood mod Death Wish, which starts with a series of puzzles in a confined space.
(Spoiler: the killer teleported in. Duh.)
- Release history:
- 2018-12-22 - map posted at the Doomworld forums
- 2021-06-20 - mapset published at the /idgames archive

Azazel Installation (2018)
MAP14 of Doomworld Mega Project 2018 (DMP2018cl2.wad set), a community mapset by the Doomworld forum community
An attempt to create a non-linear map, where you have more than one path through the level, and the gameplay works well regardless of the path taken.
Hint: at one point, you have to make a non-obvious long jump.
- Release history:
- 2018-12-15 - map posted at the Doomworld forums
- 2021-01-31 - mapset published at the /idgames archive

Launch Window (2018)
MAP04 of Abyssal Speedmapping Sessions: Session 41, a community mapset by the Doomworld forum community
A short map created in two hours for a speedmapping event. The theme was "Arch-Vile jumps used in progression", and this map delivers in spades... in fact, in retrospect it feels too hard to make all these tricky jumps. But maybe it's just me who's out of shape?
- Release history:
- 2018-11-25 - map posted at the Doomworld forums
- 2018-12-21 - mapset published at the /idgames archive

Bloodshot Ice (2017)
MAP06 of Pigeon Speedmapping Sessions: Session 3, a Christmas community mapset by the Doomworld forum community
Due to Twilight Sparkle messing up a spell, an UAC outpost has been teleported into the vicinity of Jotunheim, the dwelling of giants. Luckily the inhabitants are out, but their servants don't take well to unexpected visitors. You were taking a smoke break when the incident happened and now you're locked out of the building... can this day get any worse?
My first speedmap creation. I had a three-hour limit, but I wasted the first hour trying to make a really complex nonlinear map with the various areas interconnected in a myriad of ways, until I realized I would never manage to decorate and playtest this mess in time. Cue a restart. The rushed enemy placement shows.
- Release history:
- 2017-12-10 - map posted at the Doomworld forums
- 2017-12-27 - mapset published at the /idgames archive

Turbulent Waters (2017)
Map 33 of Confinement 256, a community mapset by the Doomworld forum community
A map prepared for a community project with a 256×256 playable area restriction. 256×256 units, in Doom terms, is tiny and it requires a bit of creativity to fit anything playable into this postage-stamp-sized footprint. This map features a tiny two-story river facility.
(Requires GZdoom)
- Release history:
- 2017-06-07 - map posted at the Doomworld forums
- 2017-06-17 - mapset published at the /idgames archive

Agitation (2017)
Map 38 of Confinement 256, a community mapset by the Doomworld forum community
The other of the two 256×256 maps. Named in a reference to the "Agitating Skeleton" meme, this level features plenty of Revenants harassing you from all sides—how fun!
- Release history:
- 2017-05-15 - map posted at the Doomworld forums
- 2017-06-17 - mapset published at the /idgames archive

Bliss Toxin (2016)
MAP08 of Doomworld Mega Project 2016, a community mapset by the Doomworld forum community
This was my first attempt to make a map with a more complex design, one that wasn't just a series of rooms and corridors. My basic concept was a base being constructed in an excavated cavern, except the construction was interrupted by the usual hell invasion nonsense, leaving behind half-deployed prefab walls and crates full of hexagonal floor tiles.
While the gameplay feels rickety at times (and the giant noble/mancubus/chaingunner ambush may be one of the most devilishly unfair things I've devised so far), I like the way the visuals came out.
- Release history:
- 2016-11-12 - map posted at the Doomworld forums
- 2017-04-13 - mapset published at the /idgames archive

Bleeding Hearts and Artists (2015)
MAP12 of Doomworld Mega Project 2015 (DPM2015B.wad mapset), a community mapset by the Doomworld forum community
A castle with impossible topology and Eternal Doom-inspired design.
The map was originally made for Beed28's failed "Megawad in a Month" project; the theme of that project was "silent teleporters in playable area" and hence the map includes some silly silent teleport trickery.
The design suffers a bit from a "detail for sake of detail" syndrome but I'm still quite proud of this map, especially the memorable gimmicks such as the blue key quest, or the centerpiece in the ending room. There's actually a whole small backstory behind the castle, which is hinted at in the level...

A Party Downstairs (2015)
Standalone map
This is what I consider my first truly "good" map. I spent a lot of time on it, polishing it over and over, and I was very proud of the results once I was finally done. In retrospect, it's not the best, with "style over substance" syndrome. I tried hard to create interesting fights, but in the end I really overshot the challenge in some parts—a premonition of my long-time habit of excessive map difficulty.
- Release history:
- 2015-06-04 - map published at the /idgames archive

One Year Closer To Death (2013)
Standalone map
My first speedmap, made in two hours, to celebrate the birthday of Doom community member Rayzik. Short, sharp, and a sign my combat design was improving.
- Release history:
- 2013-11-29 - map published at the Doomworld forums
- 2015-06-20 - map published at the /idgames archive
- 2015-09-25 - map republished by Rayzik, as MAP01 of Rayzik's Birthday Doom 2013

Hatchet Job (2013)
MAP16 of Doomworld Mega Project 2013 (DMP2013L.wad mapset), a community mapset by the Doomworld forum community
The beginning of "serious" mapping for me. This is the first level where I actually made sure to polish the visuals, add some details to the rooms, and carefully design monster encounters. The result, gameplay-wise, could be better — the fights can be easily cheesed just by stepping out of the room — and the architecture doesn't rise above "series of rooms" level, but it's still a quantum leap over my previous efforts.
- Release history:
- 2013-11-15 - map posted at the Doomworld forums
- 2013-11-16 - v2 released
- 2014-06-07 - mapset published at the /idgames archive

Repercussions of Evil: The Game (2013)
Standalone map
A comedic level which adapts the infamous Doom: Repercussions of Evil troll fanfic.
My grand return to Doom mapping after a six-year break. This mod got a good reception in its day, and still is somewhat amusing today, but unfortunately it doesn't do enough with the comedic "childish crayon drawings" gimmick.
Requires GZDoom!
- Release history:
- 2013-06-16 - map published at the /idgames archive

13 Years of Doom—'R' section (2006?)
Map fragment
This level is a collaborative mapping project by the Newdoom forums community. The automap spells out the words '13 YEARS OF DOOM' and each mapper contributed a different letter-shaped section.
My contribution to this map is a surprising improvement over my previous efforts, with more polished visuals and a slightly more daring use of enemies.
- Release history:
- 2006–2007 - my contribution was created sometime in that timeframe
- 2007-12-26 - map published at the /idgames archive

Urban Twilight (2006)
Standalone map
An entry in Newdoom's Realistic Map contest. This map actually won first place... which isn't surprising since there were only two(?) other entries (one of which was a troll entry consisting of a single looping stairwell).
Once again, emphasis is placed more on trying to build "realistic" scenery rather than coming up with good gameplay. As a result, the combat is a snooze.
Requires GZDoom!
- Release history:
- 2006-07-01 - timestamp of the map file; the map was published on the Newdoom Forums sometime about that time
- 2006-08-19 - map published at the /idgames archive

The Gallows (2006)
Standalone map
An entry in Lutrov71's 1024x1024 Competition. The premise was creating a level limited to 1024×1024 map units size, which is fairly cramped but still leaves plenty of room for creativity.
The map took last place in the competition. Understandably, given the underwhelming gameplay.
- Release history:
- 2006-04-02 - timestamp of the map file; map emailed to contest organizer around that time
- 2006-10-12 - map released as part of the competition entry pack. (The pack is no longer online, but can be downloaded here).
- 2025-03-29 - map published at the /idgames archive

Hotel of Tragedy (2006)
Standalone map
As you enter the hotel, the door slams shut behind you... and disappears... (Because I forgot to put in the entrance door, and only realized while uploading :P)
You'd think I'd have learned my lesson after the ship and the hospital, but here we are in yet another "realistic" locale. The main purpose of this level was to show off a neat gimmick I'd cribbed from Silent Hill, with the player going between the "normal" and the "infernal" version of the titular hotel. Alas, it suffers from the usual realistic map woes (such as numerous copies of identical rooms), some visual scale problems (such as the absurdly huge trashcan and pool table downstairs), and tiresome gameplay which forces you to run back and forth all over the map.
- Release history:
- 2006-01-26 - map published at the /idgames archive

Forgotten Phobos Station (2005)
Standalone map
With lackluster gameplay and undistinguished visuals, no wonder this station is so forgettable. On the plus side, at least its visuals are passable and not too garish.
- Release history:
- 2005-08-16 - map published at the /idgames archive

The Machine (2005)
Standalone map
I vaguely recall this map was originally made for someone's community project (at Newdoom?), and soundly rejected for quality reasons.
The indented motif was a horrific killing engine which spans the entire level and can be seen crushing people and monsters, with the player forced to go deep into its mechanical bowels at one point; however, my mapping skills were nowhere near the needed level, so I ended up creating a humdrum map with choppy looking "setpieces" (crusher cage, giant gears etc.) sprinkled among plain architecture.
- Release history:
- 2005-08-10 - map published at the /idgames archive

Tagzonez (2005)
Standalone map
My first (and only) foray into multiplayer mapping. The basic idea was that of four visually-distinct "zones", and was inspired by Duke Nukem 3D's map "Tier Drops". Whether it's any good in multiplayer I don't know, I've never tested it (probably isn't).
And yes, that's "Tagzonez", with a final "z"! I was 14 years old. Gimme a break.
Originally created for the Skulltag source port (now named Zandronum). Requires old Skulltag data files to play.
- Release history:
- 2005-07-28 - map published at the /idgames archive

Green Caves (2005)
MAP16 of 2 Sectors, a community mapset by the Newdoom forum community
The concept behind this community project was a great one: the entire map is limited to two sectors, which, in Doom terms, means essentially just two distinct floor/ceiling textures and heights. There's a lot you can do within this limitation if you're creative. Unfortunately, my entry is the worst out of the lot, with no interesting ideas, and demons in pits which block the player and make the map near-unplayable in some source ports.
- Release history:
- 2005-07-21 - map submitted to project organizers
- 2005-09-03 - mapset published at the /idgames archive

Mean Mines (2005)
Standalone map
A map set in dark, deep mines... so why is the light level uniformly bright throughout?! And why is everything so BIG?
The map is based around a few fancy "setpieces" (the drill, the poor-looking mine cart, the giant lake that fills with water) stuck into huge, bland-looking rooms (see e.g. the final area, where a sad giant gray triangle tries to play the role of "detail").
The combat is nothing to write home about, with the enemies almost getting lost in the huge interiors. While re-playing this map, I actually wondered: what was I thinking? How could I have played it back in the day, and concluded "yup, this is ready for release", if the gameplay flaws are so apparent? I guess it was the excitement of "I made a map!". It's honestly interesting how mere novelty can obscure flaws that seem obvious in retrospect. What does it tell about how we grade quality?
- Release history:
- 2005-07-09 - map published at the /idgames archive

Harmful Hospital (2005)
Standalone map
My first ever attempt to use custom textures. They don't exactly improve the look of this "realistic" map, though, with its crude-looking operating theater, asylum cells, doctors' offices etc. — all of which seem to have been designed for giants (or maybe Doomguy's a midget.) I'm pretty sure I drew some inspiration from Theme Hospital for this one, not that you can tell.
- Release history:
- 2005-07-07 - map published at the /idgames archive

Naval Battle (2005)
Standalone map
My first release ever, and it's not very good. Being a Duke Nukem 3D fan, it took me a criminally long time to realize that realistic maps in Doom are a bad idea, and equally long to learn the art of designing gameplay beyond just scattering monsters around haphazardly. It also showcases my early tendency to get overly hung up on cool-looking "setpieces" (in this case e.g. the giant crate that reveals the spiderdemon) and half-ass everything else.
See also my self-mockery of this map at the Doomworld forums.
Requires GZdoom!
- Release history:
- 2005-06-27 - map published at the /idgames archive