Dr Sleep's DOOM Apothecary
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Copyright @ 2004 by
John W. Anderson
johnwanderson@verizon.net

Dr Sleep's DOOM Apothecary
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New Level Search/FTP Server

Jan 11 2004 - As I mentioned on my Levels page, I'm finding very few levels worth posting. Sarge Baldy sent me an excellent new map of his called Neith, which is now available on the Levels page with my review. It got me to thinking I'd like to see some new stuff, so this is a request for level designers old and new to send me their latest (or their oldest) level, so long as you really think it's the best level ever made (which is what every LD ought to think of his maps, otherwise he should never release them).

I just started an FTP server for this site, and I'm experimenting with a few of the larger downloads being "mirrored" there. If you'd like, you can FTP your latest creation (or latest DOOM tool or program or texture pack, or whatever) to me at:

drsleep.fw.nu
login: anonymous
pass: anonymous
/uploads dir

Browse the /DoomArchives while you're there. And give me a couple days to get back to you about your upload. (It'd be a good idea to email me that you uploaded something so I know it's there.)

Updates

Jan 6 2004 - I've finally updated many areas, including the AddOn Levels, Tutorials, Downloads, and my tell-all About pages. I'm waiting on an article for the Editing Clinic, which I want to put up instead of my own, so look for it this weekend. There are now 20 different DOOM editors for download, plus more Graphics and Nodes utilities. I've been down with a cold the past week and just now feel a bit more human, so thanks for your patience. Seems like I've been doing nothing but working on this page, but the progress has so far been a trickle. I hope to change that now. Right now I'm playing through a lot of levels that people have sent me (plus some older ones), so there'll be a lot more coming on the levels page this weekend.

There's a game conversion project in the works with some great level designers and myself, so there'll be more information on that, too. We're looking for artists, modelers, and a level designer or two. Thanks again for your support.

Up and Running (Mostly)

Dec 29 2003 - Many thanks to all for the emails and warm welcome back. The holidays have been hectic, but at least part of the site will be up tonight: Tutorials, AddOn Levels, and the Downloads sections. I'm just testing my download links and tweaking a few other things.

I wanted to clarify that while I said that JDoom was responsible for bringing me back to the DOOM community, I am a great fan of ZDoom - and I am aware that the two do differ in editing environments. I'm still learning about ZDoom and would like to invite any of you out there who might like to contribute to the Editing Clinic with articles about editing for ZDoom. In fact, I invite articles from anyone on editing any aspect of DOOM. Perhaps you have some lighting tricks you'd like to reveal, or a lesson in aesthetics.

Editing Clinic and JDoom areas will be ready in a day or so, so please check back! Thanks for your early support!

For Mapping Maniacs

Dec 24 2003 - Welcome to the resurrection of my DOOM Apothecary website. I first started this page in 1994, and it was the homepage of the DETH editor by Antony Burden (based on Raphael Quinet's groundbreaking DEU) for many years.  Again, I'd like to make this site a major source of quality DOOM editing tools, as well as a primo source for DOOM editing tips, tutorials, and classic PWADs.  I'll not only give you some tips on level design, but also step-by-step guidance on a few level editors such as DOOM Builder, DEU and WinDEU, and other utilities.

I released my first DOOM level, Dante's Gate, in May of 1994, and within a year I was working for id Software on The Ultimate DOOM (I designed E4M7 "And Hell Followed") and five maps for Master Levels for DOOM II.  A few months later I was hired full-time by Epic Mega-Games for UNREAL.  (Later, I would work for John Romero at Ion Storm on the Greek episode for DAIKATANA and Xatrix on KINGPIN.)  So I was very very lucky, as were many other part-time level designers: we were doing levels not just for fun, but because we HAD to! The obsession had to be fed. And fed.

If you know what I'm talking about - you just HAVE to build levels - then you probably have the Right Stuff.  Ordinary guys get hired all the time. (Of course, I'd recommend you delve deeper into designing by familiarizing yourself with the new generation of level editors for the Quake 3 engine, such as Q3Radient or teach yourself 3DMax.)

Coins; Size=180 pixels wide

 Waters of Lethe is a level I've been working on for about 7 years.  I hope to have it finished "soon." Look for it here. (Click above for a larger image. This screen shot was taken in JDoom.)

But it's not all about getting jobs in the gaming industry. It's about fun. And for some, about satisfying a creative need. And whether you're new to DOOM editing or an old pro, I believe you'll find some useful editing advice and How-to's here at the Apothecary.

I'm also a great fan of JDoom, and will have the latest information and updates about it, as well as a special section devoted to editing in the JDoom environment - most of which will apply to other DOOM ports such as ZDoom, Legacy Doom, et al.  (In fact, JDoom is responsible for rekindling my burning desire for creating levels. And many thanks to Doom Dude for help with JDoom and Doom Builder.)

(By the way, I had to put the link to DoomWorld's Top 100 PWADs over on the left there because they named my Crossing Acheron as one of the 10 best of 1994. Heh.)

Feel free to email me at drsleep@newdoom.com if you have any questions (or corrections and suggestions) about this site and editing.