Mas2dm3  
  After banging out mas2dm2 so fast I decided to hack another map together, this ones a sort of "brother" map for mas2dm2, it's in the same sort of style however it is more open.

This is the version I made to check duel quality and weapon/tool weights. It plays well in duels, better than a lot of other maps I have played actually, luck I guess.

The Radiant image can be found here.
 


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  Mas2dm2  
  This is a quick and hacky Quake2 map I had originally intended for the recently released game "Painkiller". I later found out that Painkiller uses Maya for level editing and so I decided to change course and make a map with Doom3 in mind.

This is the version I made to check duel quality and weapon/tool weights. It plays well in 1v1 but I am unsure about 2v2 or 4v4. Have fun.

The Radiant image can be found here.
 


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  Mas3dm1  
  This is my conversion of mas2dm1 for Quake3. I was never a great lover of Quake3, I enjoyed q2dm1, duels, double jumps and the chaingun too much to fully get in to Quake3. Anyway this is my conversion of mas2dm1 for Quake3 and I think it's turned out okayish.

I wanted to convert this map because I think there's too many Quake3 maps out there which are built on one or two levels high. Full respect to the mappers but I like vertical maps.

The Radiant image can be found here.
 


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  Maswdm1  
  I ran a clan for Wolfenstein for a short time when it was fresh and new. I created this level for a league but the league died before I had finished.

I wanted to create a level similar in style to mp_beach and I think I succeeded up to a point, I'd have liked to have made this level more outside than in but it didn't come to pass.

The Radiant image can be found here.
 


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  Mas2dm1  
  This isn't my first quake2 deathmatch map by far but it's the first one I was happy enough with to release.

It's basically a test to make a fairly open yet tight map with good connectivity and still keep r_speeds down due to good occlusion culling. Top r_speeds are 650 with a fov of 90.

I also created a version of this map with a secret quad room for the Freezetag modification, it can be found here.

The Radiant image can be found here.
 


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  Mas2jb1  
  This is a map I made for the Quake2 Modification Jailbreak by team Reaction.

I'm fairly happy with how it turned out, it's fairly tight and fairly well interconnected however I'd have liked to have worked more on the grass outside so it's less flat.

The Radiant image can be found here.
 


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  Masd3ddm1  
  This is a Duke Nukem 3D Deathmatch map I made for playing over a college network at the first college I went to. It was kind of fun, it worked fine, it wasn't too open and quite enjoyed making it.

It wasn't really "in to" mapping too much at that stage and I didn't really know how to use Build properly so some parts are a tad bare and a lot of it could be done better.
 


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  Masd2dm1  
  I've lost all my Doom2 maps apart from this one. It's a total KO deathmatch map designed for co-operative gameplay. It's just a massive arena with many tools around and many monsters to kill.

It's not all that hard to complete but we enjoyed playing it and I enjoyed creating it. Very short project this one but good fun nonetheless.
 


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  Masd1sp1  
  Ahhh, where it all began, my single player maps for doom, they're badly made, simplistic and generally awfull but I had a lot of fun making them.

The levels span the whole first episode of Doom and there's a few levels in to the second episode although some of these aren't complete so noclip and finish the level.

There's a very strong influence from ID mappers and other mappers from a 500 level Doom CD I bought. Have fun and don't think too badly of me, I was mapping offline using DEU (Doom Editing Utility) without so much as a readme.
 


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