

- WOLFENSTEIN 3D MAPS EPISODE 2 FLOOR 7 MOD
- WOLFENSTEIN 3D MAPS EPISODE 2 FLOOR 7 FULL
- WOLFENSTEIN 3D MAPS EPISODE 2 FLOOR 7 MODS
- WOLFENSTEIN 3D MAPS EPISODE 2 FLOOR 7 PROFESSIONAL
- WOLFENSTEIN 3D MAPS EPISODE 2 FLOOR 7 FREE
SLAYERS CLUB: What is your individual approach to level design?
WOLFENSTEIN 3D MAPS EPISODE 2 FLOOR 7 PROFESSIONAL
Once I realized that I might actually have a professional career in game development, I was also drawn to creating a great “calling card,” but that realization didn’t strike me until I was way into development already. I’ve always been drawn to creating single-player content, and challenging myself to create levels that were as good as the official Quake levels was a big motivation. A lot of the energy back then was going towards TCs – Total This and Total That, often never released not many projects wanted to build on top of Quake itself. MW: I think I just wanted to make a good single-player episode for Quake.

SLAYERS CLUB: What was your main inspiration for this new episode Add-on? I don’t know if I was particularly social back then or part of “the community,” I was just doing my thing while chatting with like-minded folks. I was working on my levels every night between deathmatch sessions, with the #level_design and #ocrana (my Quake clan at the time) IRC channels running in the background. Ultimately, I just had to put my head down and do the work. The first inspirational creations that I remember were individual single-player levels (well, that and CTF), memorable TCs like Zerstörer came later. But Quake upped the ante on LD complexity and the manpower that was required, and the tools were only slowly coming online so that momentum took a while to build.
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I remember a lot of grand plans and big announcements for Quake total conversions around that time IRC was full of chatter about all the great things people were going to do with Quake. We were hanging out on IRC reading Blue’s News, Stomped and Scary’s Quakeholio to stay up-to-date on what was happening and discovering a whole new world of Internet multiplayer with QuakeWorld. MW: In my sphere, the DOOM modding scene seemingly became the Quake modding scene: pretty much everybody I knew was switching to Quake. SLAYERS CLUB: We’re so excited to finally feature one of the first community-made full episode Add-ons seen for Quake, originally released all the way back in 1997! Can you tell us a bit about what the Quake modding scene was like in the early days? A fast computer didn’t hurt, either! Quake levels took way longer to compile than DOOM levels ever did. Everybody was trying to make levels at the same time that the editors were being developed and while this was an exciting time, it also required a lot of grit and tenacity. DOOM levels could be created in mature and full-featured 2D editors, while Quake was 3D and the tools were just coming online.
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When Quake came out, the big mods were slow to come. I was hanging out in the IRC #level_design channel a lot while doing that, and we were all keeping track of Quake and talking about the mods we might create for that game. I released a nine-level episode for DOOM II that was well received called “The Troopers’ Playground”, which led to contributions to a couple of well-known megaWADS like Memento Mori 2 and Requiem. I got started with DOOM level design when I got my first modem and downloaded a DOOM II level editor (WadEd) from a FIDONet mailbox. MW: Before I get into DOOM mapping, I’d already made small Commodore 64 games in BASIC and 6502 assembly and done early 3D level design on the Amiga in a program called 3D Construction Kit. SLAYERS CLUB: How did your level-making journey begin?

These days I live in the San Francisco Bay Area with my wife and kids. I’ve worked on a bunch of interesting projects since then like Dead Space 2, Star Wars 1313, Mafia 3, The Mandalorian (Virtual Production Tech) and The Matrix Awakens: An Unreal Engine 5 Experience. I grew up in Germany and moved to America 25 years ago because of Beyond Belief.
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MATTIAS WORCH: Hi! I’m Matthias Worch, known as “Langsuyar” in the DOOM and Quake Mod scene back in the days. SLAYERS CLUB: Join us in a warm welcome to Nods to Mods newcomer, but certainly not a newcomer to the scene: Matthias Worch!:
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Originally released in 1997, Beyond Belief is now available as a free eight-level Add-on for the re-release of Quake. Welcome back to another Quake edition of Nods to Mods, where we sit down with community creators to get a closer look at their process! We’re so excited to be featuring one of the earliest breakout Add-ons yet.
