Realms of Hell (November 2013)
have contributed to:
2002 A Doom Odyssey
DOOM 2 UNLEASHED (Pcorf community
Date of release: Nov. 2013
This map was originally
meant to be a replacement for one of the episode 3 maps
of the 2002 A Doom Odyssey 10 year anniversary edition.
But I was way too slow to build it, so it did not get
It then lingered on my harddrive for some time, when I
decided that it could be included in a complete epsiode
3 replacement which I would try my luck with. After 2½
maps I ran out of inspiration and ideas. But what little
I had made was at least too good to be scratched, so I
stitched them together, added a stunning new sky, a new
midi track by Paul Corfiatis and tweaked the hell out of
It's good map for the casual player, not for those who seek
complete blood and carnage. Its not my best work, but I
am actually pretty pleased with it despite its complex
history. It has been tested with numerous sourceports without
noticeable problems. It's not vanilla compatible, but almost.
'S H O O T
Date of release: July 2008
I can sum up this
map pretty fast: A return to old school Doom
The goal was simply to make a small to medium
sized map with great action, fast paced
gameplay, puzzles, traps, a hard pumped midi
track and a short no-bullshit title!
Ingredients that I feel are so important to
good Doom 2 gaming experience.
If you haven't guessed it already, this map is
more about a fun experience for the gamer than
catering to the eye. Sure it looks good, but I
tried to focus more on entertaining the player
through an trip back to the day when Dooming
'M E E
Date of release: Mar. 2007
Like any good
employee I have installed DB at work and so
when I get bored I do a little editing. This
little level is a product of boredom at work
over the last few months. It's nothing
spectacular... at all. It's just a short
episode 1 style level, which started out as
doodles and ended up as playable.
Date of release: Nov. 2011
In the outermost
regions of UAC's space lies severeal
settlements with scientists, soldiers and
families. All contact was lost to them 13 hours
ago and with all conclusions pointing towards a
hell-spawn overtaking, the military has sent
their best man to do what he does best: Total
elimination of the threat.
'R I S I N
G B L O O D'
Date of release: July 2007
This is a remake
of one of my really early levels. I always
considered it as my first really good level and
I felt that it needed a revival. This level
uses a texture pack by Chris Buecheler which I
used on my Flay The Obscene Episode 4. It's
full name is "CWB Texture Pack 5 for Doom2".
The level itself forces the player to use some
teleports in one main area to reach other areas
to find switches and keys. You will backtrack
to some extent, but I have tried to not make it
too tedious. The level was intended to be a
good mix of action and puzzles wrapped up in
good looks! I think this is my first released
level that requires a specific sourceport,
namely zDoom or gzDoom.
'H I G H /
L O W 1'
Date of release: July 2006
I first started
this map perhaps 2 years ago. I then decided to
finally finish it and so I did within a month.
It has a distinct episode 1 feel to it, however
I did not use the same strict rules with this
map as I did when making the CH Retro Episode.
The environments are a bit different and
should, despite the fact that I was a bit rusty
at making maps, still be rather pleasing to the
eye while still posing a good challenge.
Perhaps even a bit harder as I think I slipped
a couple of cacodemons in there!
for DarkFyre and Fusion from "HellCore" for
testing the level!
'H I G H /
L O W 2'
Date of release: Feb. 2007
warmed up with "High/Low 1" I felt like
returning to a style too few wad authors touch:
Namely the episode 2 style! I only wish I had
made more E2 maps because it really appeals to
me and I always feel like there is a lot more
room for certain tricks and traps in these
maps. There is of course also the artistic
challenge of trying to make sense of a map that
seems so messy in all those different textures.
I find that challenging and very rewarding when
you succeed. Which I think you will agree with
me that I have with this level. It might not be
"Rip it, Tear It, Smash it!" but it is damn
'H I G H /
L O W 3'
Date of release: Jan. 2009
continues with this episode 3 themed level.
There is not really that much to say other than
I like this level a lot. It didnt quite turn
out as Hell like as I had hoped for, but
instead I got this really nice weird
environment that is very unique. But dont
misunderstand me: This level is dark, evil and
'H I G H /
L O W 4'
Date of release: Jan. 2010
High/Low 4 has
quite a history. Before becoming a part of this
series, it started life way back in 2000, I
think, as a Flay The Obscene level. Then I
joined Doom Millenium and it became a part of
that. But since that never got released, this
level just faided into the lost corners of my
harddrive. It survived until this date when it
has now been completely revamped and has
undergone a lot of changes with new areas, a
new route through it and all the textures/flats
changed. I have changed so many things that I
might as well have built it from scratch :) So,
yes, technically it is a bit old, but together
with all the changes I have made, then you
actually get the best of both worlds and I
promise you a cool experience!
'H I G H /
L O W 5'
Date of release: July 2013
This map marks
the end for the High/Low series. Where the
other maps are for Ult. Doom, this map is for
Doom II. I originally intented for there to be
more Doom II styled maps in the series, but I
realised that since I used years on building
this one I probably wouldn't be able to keep
that promise. So, instead I searched my memory
for what I believe are the most iconic Doom II
elements in the entire game and merged it all
into one, big and glorious map!
The map is very puzzle-centric and to some
degree not very linear. It's quite big, so
explorers might find themselves lost at times.
But it's by no means impossible and I am
confident that even players who are not a fan
of big levels will find this one very
enjoyable. I for one am very proud of this
level and it is definitely one of the best I
have ever made. Anyway, I'll let you be the
judge of that, so if you are ready then hit
download link below! Enjoy.
This level was a runner-up at Doomworld's 20th annual
'G A M M
A L A B S'
Date of release: Oct. 2004
originally intended as map04 in a Doom II
interpretation of Doom project named
Doom:Enigma. It died and so this level
survived. Here, a long time after it was made,
I decided to release it after a couple of minor
The funny thing
about this level is the fact that it is made in
the episode 1 style, but runs with Doom II. If
I have to say so myself, I have succeeded in
creating an episode 1 level under Doom II with
good results from having only Doom II
Gameplay wise it
is very interesting as there are only weaker
enemies and weaponry. However, the regular foes
stands stronger with the addition of
Chaingunners, so be careful or this medium
sized level will get your trigger finger
N A W O R L
Date of release: June 2004
Download this level
for that classic Doom II experience filled with
spectacular designs and unrealistically action
It features a wide
selection of texture and flats combinations which
brings back memories to the original game, yet
still manages to be far more unique. The level of
detail is much higher and although a bit linear it
will still challenge the player' sense of direction
as he must find all three keys and travel back and
forth in the level. The level of difficulty is hard
to say, however generally it must be considered
hard as one particularly weapon is missing. There
is a variety of powerups to be found and plenty of
secret areas to help the player come out
Do not hesitate to
download this level! While not my best work it
stille features my regular level of quality.
BRO, I GOT TIGERBLOOD!'
Date of release: June 2013
With this level I had
the vision of simply creating a level which is free
from clutter and mindless detail. The working title
was No Bullshit.
So, if there is not
really that much detail and it looks like a map I
made in 2001, then what is so good about it!? Well,
the fun in this level is definitely in the
gameplay. There's a good variety of monsters which
attacks you in all kinds of ways. But the real show
stealer is in the way you progress! The level is
full of trigger effects so the architecture changes
a lot. This gives the player the illusion that he
is playing a much bigger level but in reality, the
level isn't that big. He just keeps coming back to
the same places which changes as he progress. It's
something I feel is very Doom like and some new
level designers forget this while making good
looking hallways that is really just a beautiful
setting for a boring gameplay. This level tries to
be the exact opposite. I'll let you be the judge if
I have succeeded, so download it now and enjoy some
good, oldschool Dooming!
'H E L P Y O U R S E L F I S
Date of release: May 2003
is without a doubt the biggest level I have ever
made. It is huge and very complex. The texture
scheme is very depressive and consists only of
brown, grey, green and orange textures and flats
with a bit of metal thrown in as well.
Gameplay wise you will get slaughtered. It is
Slayer like difficult, and Ultra Violence is
extremely hard to defeat. Besides the fact that you
face a lot of very different monsters, you will
also need to be very tactical and position yourself
correct during battle. If not, you will die, or
fall into an inescapable lava pit. In this level
there is no mercy.
filled to the rim with hard pumped action and the
stunning atmosphere and architecture will keep you
entertained all the way through it! It is not your
regular level, it is not your average DooM
experience, it is Helpyourselfish!
selected one of the 10 best releases
'RIP IT, TEAR IT, SMASH
Date of release: Dec. 2002
After the completion of 'CH Retro
Episode' (look further down the page) I
found myself wondering if I should create a
sequel based on the 'The Shores Of Hell'
theme. I made a small level and it worked
rather good for me. It fitted me OK to do
this style. Still I wasn't quite sure
whether or not I could design an entire
episode. Half way through the second level,
I decided that I couldn't go through with
So here's the two levels I did create.
Thrown together because the first map is
very small, considder it a warm-up level.
Now don't get me wrong; these are not some
second grade write-offs! These are two high
quality maps which are sure to relieve you
of your episode 2 hunger! There's not all
that many good episode 2 maps around, so be
sure not to miss these two!
selected one of the 10 best
R E T R O'
Date of release: June 2001
only rule which applied when I made this
level: Make it play, feel and look like any
of Romero's episode 1 levels in the
find any neat tricks of any kind in this
level. There aren't any big monsters
either. The detail level hits rock bottom!
However, "CH Retro" guarantees you a gaming
experience which is very rare these days;
the true one!
Big words, I
know, but "CH Retro" won't let you down!
You'll love it for it's pure Doom
Date of release: Apr. 2002
same thing applies to the episode as the
above mentioned level of the same name.
This is just an entire episode replacement
of the same Romero style goodness!
This project has won much critical praise
and is along with Helpyourselfish my best
custom pwad ever.
If you are at all a fan of Knee Deep in the
Dead then I don't think you will be
disappointed over spending a couple of
hours playing through this!
selected one of the 10 best
'FLAY THE OBSCENE'
Date of release: Oct. 1999
Obscene is my thirteenth wad. I chose to
send it to various reviewers for them to
review. I felt that this level had the
possibility to get some high scores, and
well….I guess it did!
The level is
built mainly upon a brick and stone basis
with some variants. It has some neat
features with the monsters and it has a
small intro-level. This is the first level
of the Flay the Obscene series.
Received a score of 9/10 at Team Insanity's
website in a review.
'FLAY THE OBSCENE - PART
Date of release: Jan. 2000
shortly after the completion of Flay the
Obscene that this level had to have a
sequel so I ultimately decided to make this
a series. This is the second level -or
third if you count in the intro level in
Flay the Obscene- and continues were Flay
the Obscene stopped. The style has not
changed although "you" are now realizing
that these creatures have technology too
which the first mission showed no proof
uses mostly the same brick and rock
textures as the first one, however "you"
start finding tech devises and areas. It
does not hold as much water as Flay the
Obscene, but a lot larger quantity of
(Exclusive new version available in the
"Flay The Obscene - Compilation" further
down the page)
'FLAY THE OBSCENE -THE
Date of release: Feb. 2001
This is the
third instalment of the series and by the
far the best! It's filled with detail and
the attention to architectural
wonderfulness exceeds my normal maximum. I
love this level for it's diversity in
colour and scenery without ever moving away
from the overall theme. The challenge
factor is high, but it highly depends on
how you choose to kill the enemies and
dominant textures and flats are variants of
brick and rock. There's also some metal and
liquid textures/flats to complement that.
Unlike the other two there's no strictly
green gothic area consisting of
marble and gstone.
'FLAY THE OBSCENE -
Date of release: Mar. 2001
To finish off
the "Flay The Obscene" series this final
instalment will take the players into a
play field of death and mayhem in a fast
and furious DM experience. This level has
been made without the use of any trigger
effects and is fairly large in size making
it perfect for 4+ players.
It looks like
the other Flay The Obscene levels, but
plays totally different. No one is spared
and nothing will prevent you from winning.
Flay The Obscene - DeathmatcH wraps up my
best series of independently released
levels ever with all the fear and beauty
that comes with it and which the series so
'FLAY THE OBSCENE -
Date of release: Mar. 2001
I n c l u d e
+ Flay The Obscene
+ Flay The Obscene - Part Two ver. 0.1
(only available in this comp)
+ Flay The Obscene - The Third
+ Flay The Obscene - DeathmatcH