Shadowman

Shadowman is a Russian Doom level designer. He is perhaps best known for his Cacoward-wining wad Cheogsh, as well as for participating in various Russian Doom community collaborative projects and co-authoring The Inquisitor III.

Biography
Shadowman started making Doon levels in 2005. Previously, he tried his skills in other games; particularly Heroes of Might and Magic 2 & 3, Wolfenstein 3D, AD&D Unlimited Adventures. Currently, only 2 HoMM 2 maps have left, and two half-completed episodes for Wolf3D (one of them had not only new levels, but also some new sprites).

His first wad for Doom (Hellfire) was made over the course of one and a half years. In it, he embodied his main ideas, which later evolve in his other levels. Doomsday was the first source-port for which Shadowman developed levels, including Hellfire and Netherworld.

Cheogsh (2007), for GZDoom, became a considerable mark in Shadowman's mapping. It was dedicated to a close friend of the author, KoLoBoK[iddqd], who suddenly died because of acute heart failure in the same year. There is a location in the wad, made by KoLoBoK[iddqd], and modified for GZDoom by Shadowman. Cheogsh has received a Cacoward in the same 2007.

Shadowman has continued to develop the themes planned in Cheogsh. As a result, two sequels were released &mdash; Cheogsh 2 (in collaboration with Guest, 2009) and Realms of Cheogsh (ROCH, 2010).

Cheogsh 2 and ROCH have appeared in the Runners Up category in the 2009 and 2010 Cacowards.

Along with the Cheogsh trilogy, Shadowman has periodically released small wads, containing 1-3 levels in limit-removing format & Boom (Kobal, Kobal 2, Yuggot, Inflation Bay, Pi2, Downhell, Pieklo and 5 years).

Shadowman took part in a number of the collective projects organized by Russian Doom Community - Grid 32, Da Will, Heroes' Tales (all of them - in limit-removing format). The last wad was a result of few speedmapping contests, with all levels improved, plus more added to make a full 32-leveled megawad (although in the final - there were 33 levels).

Level design style
Shadowman's level designing style in whole can be characterized as "realistic": for example, city-designed level represents city quarter, and the interior of houses/buildings is made realistic enough (furniture, cases, beds etc.). "Infernal" levels are more abstract, but even in them the elements of realistic architecture can be seen: lava caves, mines, devilish temples, etc. Nevertheless, late Shadowman's levels have got more abstract character (most accurately it is visible in the Kobal series).

2007

 * Hellfire
 * Cheogsh
 * Kobal

2008

 * Grid 32
 * MAP01: Blackwood
 * MAP03: Flesh Waste
 * MAP06: Eriothe / The Dark Heart of Uukrul
 * Yuggot
 * Inflation Bay
 * Freakmapping#3 (fm3_shad.pk3)

2009

 * Da Will (along with Clan B0S)
 * MAP01: Mezoamerica
 * Kobal 2
 * Downhell
 * Heroes' Tales
 * Cheogsh 2 (along with Guest)
 * Hellfire 2
 * Cheogsh 2 (along with Guest)
 * Hellfire 2
 * Cheogsh 2 (along with Guest)
 * Hellfire 2
 * Cheogsh 2 (along with Guest)
 * Hellfire 2
 * Cheogsh 2 (along with Guest)
 * Hellfire 2

2010

 * 5 years
 * Pi2
 * Pieklo
 * Alien Flower (part of Tuning Contest#5 aka Freakmapping) (fm5_shad.zip)
 * Realm of Cheogsh (also known as "ROCH" or "Cheogsh 3")

2011

 * Whitemare
 * MAP11: Nord Keep
 * MAP32: Mogor's House
 * RDC SpeedMapping Contest 6
 * MAP13
 * Hellfire: Reborn

2012

 * The Inquisitor
 * Khorus

2013

 * The Inquisitor 2
 * Hellfire: Dreams

2014

 * Whitemare 2

2016

 * The Inquisitor III (with BigMemka and Guest)

2017

 * Mogor's Winter
 * Speed Master
 * MAP25
 * MAP26
 * MAP29 (with BomF Devided, Arsenikum and Dragon Hunter)
 * Lights of the Seven

2018

 * Bloodspeed
 * MAP01: Outer Base
 * MAP26: Lord of The City
 * MAP28: Captured
 * MAP31: Daemons﻿ of﻿ the Mind

2019

 * Hellfire III

2020

 * Ascension (with BigMemka)

Trivia

 * His favorite composer is, although Shadowman has never used his music in his own levels. But the music of James C. McMenamy (from Anvil of Dawn videogame) is in Cheogsh & Cheogsh 2 (ROCH uses music themes from Unreal, Diablo 1&2).
 * Many of Shadowman's levels contain different historical-mythological and philosophical hints, which author names "the second sense". However, players usually aren't paying attention to it, but if you will ever play Cheogsh series, you may probably get more attentively accustomed to portraits, stylistics and you might think over the point of the texts, which are in the wad...