Not to brag, but I was thought of highly
From 1997 until about 2005, I made a few maps for id Software's seminal first person shooter Quake. This quite frankly blew the existing legends such as Doom, Duke Nukem 3D (actually 2.5D) and such out of the water with its truly three-dimensional models and level geometry. I've kept them, and let's have a look-see...
This was my first ever Quake map and it shows. Many chambers are squarish and basic, the theme is compromised by poorly thought out design choices, since I was making it up as I went along. Mostly idbase style with Iikka Keranen's IKbase textures.
The title for this mostly IKbase confection was from a young adult sci-fi book I saw (The Fraxily Fracas) and again is a bit spartan and poorly arranged. However the 'cute' textures are missing, thank heavens. Annoyingly, in QuakeSpasm (which I'm using) you get stuck at the start and need to noclip out.
This map was released as a pair with Towne, and has you slogging through a swampy forest before arriving at a nice hut with a secret in the cellar. You have to explore it before you finally get to swim to civilisation.
A medieval town has you battling through the streets and a few buildings in order to reach the exit. I like the brushwork and attempted to vary the texturing and designs of all the buildings. Released as a pair with Swamp.
A coppery mess. Like Coming Out Party, I knew the theory but not the practice. Consists of three octagonal chambers connected by right-angled tunnels. This is why you do not map to lounge music such as 'The Donkey Serenade'.
Ah, this is better. A black Zerstörer/Dapak style two-level three-room brawlfest, with plenty of red lights and more unique room designs.
I'd been wanting to make one of these for quite a while: a DM map in the style of Da Pak - all dark blue metal and scattered tech, with those iconic teleport surrounds. Unfortunately the layout is unbalanced, you can easily hog the yellow armours, but good for a little 1v1.
My attempt at a unique style and Aerowalk-like verticality. I love the clean lines and high contrast trim and walls. I hadn't heard of Darude at that time.
Expanding the texture pack from Sandstorm, I made a three-level dual-atrium map for bigger combats. Instead of the quad, a Ring of Shadows is available. Teleports, wind shafts and stairs make for a fun-filled violence time for all the family. Title from a song by Not Really Anything.
Inspired by one of Peej's maps, I made this four-atrium medieval thingy. Features include a red armour/rocket launcher combo that's trapped, otherwise, it's a squarish and not entirely inspired construction. Title from a Bailter Space song.
Stecki's textures were ideal; three atria including a quad you needed to wait to get to. Party slogans in each one make it easier to work out where you are. People loved this map.
I had the mapping bug, and this three-lobed sand-and-black-trim whajamacallit just fell out. There's basically one winding route through each level, with shortcuts. Good for 1v1.
Made for a competition ("make a map inspired by Doom 2's 'Dead Simple' level"), I failed to place. Hardly surprising, since it's far too symmetrical and unbalanced. I think you have to rocket jump to the quad. Textures by Kevin Johnstone.
Same style as before, squarish, suitable for larger combats. The backstory was inspired by the dystopian theme of Kevin Johnstone's textures, but it's three levels of deathmatch through and through.
Fan? Drop a note!