In 2009 not long before starting high school, I delved into the 3D perspective for the first time. IdTech taught me the basics on grids, static objects, entities, scripting, sound design and rendering techniques, and housed some of my oldest modding projects.
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Beneath Hell's Sky (2009-2010) was a single player campaign for the original Doom3, and IdTech 4 which started me off. While both the design and the gameplay are closest to a beginner level, it was the first step on a long journey of scripting gameplay and creating structure from scratch. It had several addons before and after its completion, which were included in its Anniversary Edition in 2024, alongside a new ending that was converted from an existing multiplayer map.
https://www.moddb.com/mods/beneath-hells-sky
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Control Network (2011) was a short "detour" to the Quake 4 version of the engine, where I recreated a level from a Quake mobile game. It had a gameplay focus with challenging encounters, with the help of friendly AI to support players.
https://www.moddb.com/mods/control-network
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In 2012 I moved back on IdTech3 for the sake of Jedi Knight which had a much more varied design style than Doom 3 for me. I started doing multiplayer map conversions with cheat codes and parameter editing for npcs, producing mods called "Ultimate Outcast" and "Ultimate Academy" for each respective part of the series. I later titled these as "Visions", since they follow non-canonical events in the Star Wars universe. Despite their simplicity, they gained a lot of attention inside the modding community and became my highest rated creations for years to come.
https://www.moddb.com/mods/ultimate-outcast
https://www.moddb.com/mods/ultimate-academy
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Turquoise (2013) released not long after the technical step back to IdTech3. It was a short, fun attempt at an oldschool ladder type map, once again in a hand-made structure. Enemies spawn in waves, and the player can win by defeating each and every one of them. Its abstract design was mainly inspired by dreams, and my experience on other game engines such as Cry or HPL.
https://www.moddb.com/mods/turquoise-starfield
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Finally, Obscure Garrison (2015) was my farewell to the engine for the last (almost) 10 years. It features custom assets, npcs and some quite unusual events in Jedi Academy standards. My design skills have significantly improved since I started out - HPL again having a huge impact - and I focused more on the story and puzzles as well. The scripting limitations I ran into on an engine from 2003 and the lack of documentation made sure it was a singular map instead of a series.
https://jkhub.org/files/file/2351-obscure-garrison/
Doom 3 - Beneath's Hell Sky (2010) - Anniversary edition (2024)
Jedi Outcast - Modding portfolio showcase