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Video Games

This page catalogues my involvement in various games, both amateur and professional. Hopefully this list will grow. Like the other pages, mostly releases, few ongoing.

Heretic + Hexen (2025)

Map Design, Playtesting

Steam Store Page, Trailer

Heretic + Hexen is a remaster of the PC versions of Heretic and Hexen under the Kex Engine, originally released in 1994 and 1995. My responsibilities for this title included retexturing and revising all of the original maps, as well as adding a new waypoint system to Hexen in order for newcomers to not lose their way.

When I heard we were doing Hexen, though, I immediately jumped at the opportunity to create something new for it. The results of that labor was Vestiges of Grandeur (not my name - that was all Xaser), an all-new hub for Hexen.

Planning out Vestiges was challenging work. I had to design the setting and the general "puzzle layout" of the maps, designating puzzle items and keys for each map as well as what-required-what to unlock the other parts of each map upon revisits. This pre-planning was necessary to do, as I wasn't sure who was going to be working on what when we were working on it. As it turned out, I made 6 maps for it, and Xaser, Kaiser, and Not Jabba did the other three. I stubbed out all of the maps just to have something always playable, though, and to illustrate how the keys and puzzle items worked. I intentionally left out other details, as this made it conducive for map authors to put their personal flourishes and intermediate puzzles in the maps between the major puzzle beats.

I also re-worked and retextured a bunch of maps for Heretic, making use of the new textures made by ADaya. Although I did a pretty comprehensive pass Heretic's maps, I feel that Xaser had the better idea of what needed doing on each of them. It did start out as his project, after all. I just helped it along!

While Heretic and Hexen may not be as popular as Doom, it still remains one of my favorite projects I've had the fortune of working on. Eleven-year-old me would have never believed that I would be working on it officially one day!

Killing Time: Resurrected (2024)

Map Design, Playtesting

Steam Store Page, Trailer 1 Trailer 2

Killing Time: Resurrected is a remaster of the PC version of Killing Time under the Kex Engine, originally released in 1996. My responsibilities for this title included revamping some-to-all of the maps in the game, as well as restoring cut content that didn't make it into the original game, and finding bugs as I played.

This was my first project at NightDive Studios, even though it wasn't the first one that I worked on that got released (Doom + Doom II was released before Killing Time). They needed a mapper who had extensive experience in Ultimate Doom Builder, and I had that in spades! I had to put together a Map Development Kit as well, to ensure that what I was working on worked in UDB. That's right - it turns out that KT is one of the "lost" Doom Engine titles!

Doom + Doom II (2024)

Map Design, Playtesting

Steam Store Page, Trailer

Doom + Doom II is the definitive version of Doom and Doom 2 under the Kex Engine, and supports multiple community standards. I helped develop the newest official expansion for it, called Legacy of Rust, and ensured that the maps were difficulty-balanced and free of (most) errors.

I'm also proud to say that DoomTools played a role in building Legacy of Rust, helping project artists with their workflow in importing new resources into the game.

Rise of the Triad: Ludicrous Edition (2023)

Map Design, QA

https://getludicrous.com, Steam Store Page, Trailer

Rise of the Triad is a first person shooter from the far-off year of 1995 and it received a new edition and engine overhaul to get it working on modern PCs and consoles.

I was called in to make a bunch of new maps for the new edition for their new campaign, "The HUNT Continues" and I made a total of 10 maps, 4 of which got included in the official campaign, and 6 of which got released separately in what I affectionately called the "Reject Pile".

I also did some bespoke QA, bug reporting, and smoke testing for released versions of the game, including testing the COMM-BAT playmode for the game. It's still as crazy as I remembered.

Get Ludicrous! ROTT is back, baby!

Ouroboros's Dungeon (2019)

Design, Coding

Game Page, Source Code

Ouroboros's Dungeon is a short text adventure that I made to test the capabilities of my text adventure engine, TAME. It was made during the 2019 Train Jam, using "Circuitous" as the game theme/topic. I'm pretty happy with how it turned out, especially since it exposed a bunch of pain points in my engine as I was coding it. Speaking of which, the source code can be found here!

DOOMBRINGER (2015 - Ongoing)

Sound Design, Linguistics, Worldbuilding, Some Coding

https://doombringer.eu, Steam Store Page, Trailer

DOOMBRINGER is a Quake-like arena First-Person Shooter where you battle your way through large, gothic maps is single player, and frag your friends in multiplayer Deathmatch, using a compelling post-apocalyptic steampunk aesthetic.

My responsibilities included doing the sound design for the game, as well as the coding to hook up all the sounds and such. I even wrote a constructed language for all of the baddies to speak in order to make them sound more mysterious and alien - they are part of an occult death cult, after all.

Buy it! Support the indie scene! DOOMBRINGER!

The Adventures of Square (2013 - Ongoing)

Level Design, Sound Design, Voice Acting, Coding, Writing, Some Spriting, Project Coordination

http://adventuresofsquare.com, Itch.io Page, E1 Trailer, E2 Trailer

The Adventures of Square is a stand-alone GZDoom Engine First-Person Shooter featuring an anthropomorphic square named Square who needs to shoot his way across Shape Land in order to save Dr. Octagon from the Circle of Evil, a group of evil circles. Awesome.

I did the project coordination and management of this project, as well as quality assurance and sound design, and I was chief designer for a bunch of maps, and gameplay balanced all of them. My main duty was to ensure everybody could do work and understood the assets and available code hooks so that they could make content. The basic stuff of management.