After picking up DCK 3.62 in 1997, I was hooked on Doom II level design. I enjoy creating detail-oriented environments within self-imposed limits. I usually pick a theme and improvise a layout to naturally unfold map geography and gameplay progression. Architectural consistency is then refined through iteration.
2003's The Top 100 WADs Of All Time included three releases with my involvement, including solo WAD Jägermörder 01.
My main level design influences have been: