Right now after writing more than 200 posts on this forum it's time to introduce myself
My name is Vadim and I decided to join this forum with some sort of nick that "dark" feeling to it just to fit in the general doom mood. The first intention I had was to publish my hi-res stuff in here, so I could share something with doom modding community and this fact could comfort my ego a bit

, nope, I would be able to get this feeling of being someone who contributes something to the community.
No, Doom is a game that always been here throught my life, it's a game that helps me to cope with stuff that life drops at me, it's one of the few of worlds I can escape to for a short while.
My acquaintance with this game started with doom 2, I played doom 2 and then duke nukem 3d for 2 years until I discovered Doom Shareware on my old games disk. The first words that came to my mind back then was like wow, that's doom on base, I didn't have internet then and didn't know even a bit of English, so I didn't know anything about the plot, I was so happy to see something familiar and fresh. That was actually my dad who introduced me to doom, at first he had doom 2 and duke and told me like which one I would prefer but since I didn't play any pc games before, father said he knows cheat codes for doom not for duke so the first fps I tried was that doom 2 with only two codes: iddqd and idkfa. So I was a 6 years old guy playing such a meaty game.
Regarding modding the first thing I ever did was that I discovered build maps editor for duke nukem 3d and I was maybe like 9 years old then, but I quickly lost interest in it as everything seemed too complicated so I quit doing all these mapping things. Maybe around 2009 I saw doom remake mod that was running on jdoom port, sure I also found out what port stands for then. I played it maybe for two weeks until I totally regret the thing. I can't remember exactly what made me to open a browser and find something about editing maps for doom. Perhaps it was an idea that to make a map for counter-strike source but since I felt like that would be too hard to handle, so a word doom almost immediately came to my mind and I googled for a doom map editor, it was doom builder 2 and it pulled me in for a short while. At first I tried to imagine what I seen as a "dream" and tried to replicate this from the top view of the editor, then I realised how I sucked at that. That was 2011 for me when I mapped for about half of year and IIRC it was the time I discovered 3d floors, but anyway I abandoned the thing shortly. My next adventure into doom world began when youtube recommended me a video of brutal doom, it seemed so ridiculuos to me at first but it really hooked me for a long time. Then there was a time when I opened quake 1 world again and at the age of 16 I could enjoy the game unlike the last time I seen it at the age of 7 that sort of scared me and I forgot about it for so long. But then I thought if I could create something similar for doom as I already knew 3d floors were there but this time I had experience with photo-realistic rendering and I just wanted to know if I can do anything that might make these maps look fancier, maybe with such details like grass and trees. So the first map of my current project was born, it was also the moment I discovered line portals and then even stacked sectors and those were the engine capabilities I wanted to use because original doom maps were all good but lacked what is called room over room structures and I didn't think 3d floors are good for anything. It always felt to me that original doom and quake only had good tech levels, so bases were good hell wasn't there at all. I wanted to imagine what hell could look like if I used original doom art style, additionaly I really like slayer band, turned out I can't do anything with just linedefs and sectors, as large maps look ugly because details are practically impossible to recreate, it's getting impossible to work with such maps and most importantly it slows down a much, so an idea to use external assets as an actual part of the maps was born. I red up the internet on inserting custom actors in the game using decorate. Creating just a couple of sprites of such details like grass, trees, rocks and stones was enough for me to understand that they just don't fit doom maps well, but I had some experience with 3d modeling and visualization, so I again looked up on the internet to see how I place my 3d models in the maps and yeah I'm there. And here is where engine limits started to come out: relatively small map size, bad lighting capabilites, slow render times for all these 3d floored structures, no collssion for 3d models except for a bounding box that is defined in decorate actor dimensions, moreover this box doesn't scale accordingly to a visual scale factor of an actor. I found some workarounds regarding the limitations so these models are now the actual parts of my project's maps, you can bump into them, they block your projectiles and you can even walk on them. I found the ways to optimize the maps by utilizing portals, so my old dream comes true, the progress on my levels for doom is on, I'm not out of ideas yet and have a lot of work to do before I can release it.
I'm really interested in doom creation history, who made the maps and how, but I already know a lot about it thanks to the forums and youtube, but I can't promise anything similar to original doom in terms of level design, I want something new.
https://imgur.com/a/JVAEJla