A work-in-progress of what I hope will one day turn into a brand new Doom Beholder. Since its meant to fire a miniature BFG shot and wad files have their limitations I might have to trade in the BFG to get it working. BFG's overpowered anyway, who needs it. On the note of the Doom bestiary - I just discovered this fantastic website.
Here's a blue'd miniature variation of the Doom intermission font that I started on in 1995 but never constructed a complete alphabet of.
EDIT: Having recently taken a second look at the Doom episode Momento Mori, it is pretty obvious from a look there that the above font went via that project before its current state. Re-indexing to blue and additional letters added by me, but overdue and overlooked credit to The Innocent Crew, blessed be their memory,
Three and a half months of pretty intense work, zipped up. Screenshots don't do it justice. If you're still into Doom, you had better play this thing!
Hip-hip hooray for Doom! This is clearly the videogame that's had the greatest impact on my adult life, and on many a day my favorite game ever. There's definitely still exuberant life and jumpy spunk in the old girl, increasingly cartoony and block-arted though she is becoming. The latter, some might claim, just adds to the charm.
An updated and very close to final version of Plasmaplant is now available. I was of a mind to have this thing done by today, but as the old adage goes of things Doomworthy - it is done when its done, and not before. The now behemoth of a map will definitely be wrapped up in 2013 - come hell or high water.
I got an itch for making another Doom level... so I made another Doom level. The editors sure have progressed since the 90's! Most the old limitations are gone too, so its all you can do to keep the geometry from spilling everywhere. Download the beta package if you're interested in testing and giving feedback, or just want a quick punishing blast from the golden gameplay past.
UPDATE: The map's done, and thus out of beta. Added a betatest highlights gallery to this post.
The old Twitter pic is from 2010. Doesn't seem like everyone is in such a rush to keep updating their selfies anymore, but I grew a beard in the interim so it was time to update.
Updated the "works" page with a playable .pk4 file of The Blackwell, instead of the raw .map file that's been residing there lately. The map's still not optimized to perfection, but runs well in Quake 4, and I'm happy with the unusual vertical layout of it. The map's unaltered since beta 2, so I'm calling that the final version. Thanks to Jøran Pecher for sprinkling some of his Photoshop magic on the pk4's loading screen.
I've been back in my home town Tromsø for a year now - the place where I was born. Enjoying my time here, quiet as it is, and keeping an eye open for the future. To commemorate, here is a colour-altered only picture from QIX, that managed to look similar (that's my first school that I went to, there in the first foreground).
Here be the conclusion to my Starcraft editing efforts. Its a sprawling multiplayer concept map, spun around thoughts of Capture The Flag functionality. If you check the map out solo, free-for-all seems to work better than melee. The AI leaves its best impression as Zerg, per usual. Not quite as challenging as the previous map in singleplayer, it must be said.
... Update: v1.01 28/02-2012. Fixed a level design glitch that was causing worker pathing issues in the quarry base location. Also added a sizeable crystal to each of the five the start locations.