Difference between revisions of "Daniel Gimmer (Tormentor667)"
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'''Daniel Gimmer''' (also known as '''Tormentor667''') is a German level designer, best known for his [[ZDoom]]-based projects, and also being the founder and maintainer of [[Realm 667]], a popular resource site. | '''Daniel Gimmer''' (also known as '''Tormentor667''') is a German level designer, best known for his [[ZDoom]]-based projects, and also being the founder and maintainer of [[Realm 667]], a popular resource site. | ||
− | Gimmer was the project leader of various high profile ZDoom-based community projects such as [[Knee-Deep in ZDoom]], [[Stronghold: On the Edge of Chaos]], and the [[ZDoom Community Map Project: Take II]], all of which won both a main award and the Mordeth award at the [[Cacowards]] in the years 2007, 2010, and 2013 respectively. | + | His personal project [[The Ultimate Torment & Torture]] won one of the [[Cacowards 2007|2007 Cacowards]]. Gimmer was also the project leader of various high profile ZDoom-based community projects such as [[Knee-Deep in ZDoom]], [[Stronghold: On the Edge of Chaos]], and the [[ZDoom Community Map Project: Take II]], all of which won both a main award and the Mordeth award at the [[Cacowards]] in the years 2007, 2010, and 2013 respectively. Since 2016, he is also well-known for [[WolfenDoom: Blade of Agony]], a standalone game for [[GZDoom]] inspired by the [[Wolfenstein]] universe and the [[WolfenDOOM (Doom)|WolfenDOOM]] series, of which the first episode received one of the [[Cacowards 2016|2016 Cacowards]]. |
+ | |||
+ | Gimmer's style is special effects driven, making liberal use of advanced [[ZDoom]] features such as [[slopes]] and custom monsters, and often features dramatic and cinematic environment design. His style is controversial; nevertheless, he is one of the most influential mappers of the 2000s and early 2010s, particularly in the ZDoom community.{{cite web|author=[[Not Jabba]]|title=Roots: The evolution of Doom level design|url=https://www.doomworld.com/25years/the-roots-of-doom-mapping/chapter06/|publication=[[Doomworld]]|publishdate=10 December 2019|accessdate=30 April 2021}} | ||
==Body of work== | ==Body of work== | ||
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* [[Knee-Deep in ZDoom]] ({{ig|id=17250}}) | * [[Knee-Deep in ZDoom]] ({{ig|id=17250}}) | ||
** Project lead, sprites, graphics | ** Project lead, sprites, graphics | ||
− | ** | + | ** ''Primary mapping'': [[Z1M1: Hangar (Knee-Deep in ZDoom)|Z1M1]], [[Z1M5: Phobos Lab (Knee-Deep in ZDoom)|Z1M5]], [[Z1M8: Phobos Anomaly (Knee-Deep in ZDoom)|Z1M8]], and [[Z1M10: Penultimate Evil (Knee-Deep in ZDoom)|Z1M10]] |
− | ** | + | ** ''Secondary mapping'': [[Z1M2: Nuclear Plant (Knee-Deep in ZDoom)|Z1M2]], [[Z1M7: Computer Station (Knee-Deep in ZDoom)|Z1M7]], and [[Z1M9: Military Base (Knee-Deep in ZDoom)|Z1M9]] |
− | * [[ | + | * [[The Ultimate Torment & Torture]] ({{ig|id=15107}}) |
===2008=== | ===2008=== | ||
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===2009=== | ===2009=== | ||
* {{Realm667|id=318||Tormentor667's Detail Guide|linkonly=1}} | * {{Realm667|id=318||Tormentor667's Detail Guide|linkonly=1}} | ||
− | * Community Instagib Mappack ({{ig|id=15554}}) | + | * [[Community Instagib Mappack]] ({{ig|id=15554}}) |
** D2IG07: Nebulae Simplified | ** D2IG07: Nebulae Simplified | ||
Line 63: | Line 65: | ||
===2016=== | ===2016=== | ||
− | * [[WolfenDoom | + | * [[WolfenDoom: Blade of Agony]] Chapter 1 ([https://boa.realm667.com/ Official website]) |
**Project Lead, Concept Design, Plot Design, Graphic Design, SFX Design, Level Design | **Project Lead, Concept Design, Plot Design, Graphic Design, SFX Design, Level Design | ||
===2017=== | ===2017=== | ||
− | * | + | * WolfenDOOM: Blade of Agony Chapter 2 ([https://boa.realm667.com/ Official website]) |
**Project Lead, Concept Design, Plot Design, Graphic Design, SFX Design, Level Design | **Project Lead, Concept Design, Plot Design, Graphic Design, SFX Design, Level Design | ||
* [[Skulldash]]: Expanded Edition ([https://www.joshuaosullivan.co.uk/skulldash/ Official website]) | * [[Skulldash]]: Expanded Edition ([https://www.joshuaosullivan.co.uk/skulldash/ Official website]) | ||
Line 73: | Line 75: | ||
===2021=== | ===2021=== | ||
− | * | + | * WolfenDOOM: Blade of Agony Chapter 3 ([https://boa.realm667.com/ Official website]) |
** Project Lead, Concept Design, Plot Design, Graphic Design, SFX Design, Level Design | ** Project Lead, Concept Design, Plot Design, Graphic Design, SFX Design, Level Design | ||
==External links== | ==External links== | ||
* [https://www.realm667.com/index.php/en/ Realm 667] | * [https://www.realm667.com/index.php/en/ Realm 667] | ||
− | * [https://boa.realm667.com/ | + | * [https://boa.realm667.com/ WolfenDOOM: Blade of Agony website] |
+ | * [https://www.doomworld.com/25years/the-roots-of-doom-mapping/chapter06/ The Roots of Doom Mapping - Chapter 6: Big Budget Doom] - Chapter 6 dedicates a section to discuss Tormentor667's mapping style | ||
+ | |||
+ | ==References== | ||
+ | <references /> | ||
{{DEFAULTSORT:Gimmer, Daniel}} | {{DEFAULTSORT:Gimmer, Daniel}} |
Latest revision as of 17:22, 26 February 2024
Daniel Gimmer (also known as Tormentor667) is a German level designer, best known for his ZDoom-based projects, and also being the founder and maintainer of Realm 667, a popular resource site.
His personal project The Ultimate Torment & Torture won one of the 2007 Cacowards. Gimmer was also the project leader of various high profile ZDoom-based community projects such as Knee-Deep in ZDoom, Stronghold: On the Edge of Chaos, and the ZDoom Community Map Project: Take II, all of which won both a main award and the Mordeth award at the Cacowards in the years 2007, 2010, and 2013 respectively. Since 2016, he is also well-known for WolfenDoom: Blade of Agony, a standalone game for GZDoom inspired by the Wolfenstein universe and the WolfenDOOM series, of which the first episode received one of the 2016 Cacowards.
Gimmer's style is special effects driven, making liberal use of advanced ZDoom features such as slopes and custom monsters, and often features dramatic and cinematic environment design. His style is controversial; nevertheless, he is one of the most influential mappers of the 2000s and early 2010s, particularly in the ZDoom community.[1]
Contents
Body of work[edit]
2000[edit]
- X-MAS DEATHMATCH (Doomworld/idgames)
2001[edit]
- Perforated Entrails (light version) (Doomworld/idgames)
2004[edit]
- Blood Resource Pack (Doomworld/idgames)
- The City of the Damned (Doomworld/idgames)
- ZDoom Community Map Project: Take 1 (Doomworld/idgames)
- Project lead, mapping, graphics
2006[edit]
- Too Much Brown (Doomworld/idgames)
- Duke Nukem Texture Pack (Doomworld/idgames)
- Sapphire: Orbital Research (Doomworld/idgames)
- Austerity: A Simplicity Tribute (Doomworld/idgames)
2007[edit]
- Community Chest 3 (Doomworld/idgames)
- Graphics
- MAP06: Foregone Destruction
- Knee-Deep in ZDoom (Doomworld/idgames)
- The Ultimate Torment & Torture (Doomworld/idgames)
2008[edit]
- ZPack: Random Maps for ZDoom (Doomworld/idgames)
- Graphics, textures
- Titlemap
- E1M3: KDiZD Launch Site with Björn Ostmann (Vader)
- E1M7: Nuclear Sky
- E2M3: More Tricks and Traps
- E2M7: Black Inferno
- E2M9: Abyss to the BBQ
2009[edit]
- Tormentor667's Detail Guide
- Community Instagib Mappack (Doomworld/idgames)
- D2IG07: Nebulae Simplified
2010[edit]
- Stronghold (Doomworld/idgames)
- Project lead, coding, sprites, graphics, mapping
2011[edit]
2012[edit]
2014[edit]
- ZDoom Community Map Project: Take II (Doomworld/idgames)
- Project lead, graphics, textures
- Mapping: Entryway, Courtyard
2016[edit]
- WolfenDoom: Blade of Agony Chapter 1 (Official website)
- Project Lead, Concept Design, Plot Design, Graphic Design, SFX Design, Level Design
2017[edit]
- WolfenDOOM: Blade of Agony Chapter 2 (Official website)
- Project Lead, Concept Design, Plot Design, Graphic Design, SFX Design, Level Design
- Skulldash: Expanded Edition (Official website)
2021[edit]
- WolfenDOOM: Blade of Agony Chapter 3 (Official website)
- Project Lead, Concept Design, Plot Design, Graphic Design, SFX Design, Level Design
External links[edit]
- Realm 667
- WolfenDOOM: Blade of Agony website
- The Roots of Doom Mapping - Chapter 6: Big Budget Doom - Chapter 6 dedicates a section to discuss Tormentor667's mapping style
References[edit]
- ↑ Not Jabba (10 December 2019). "Roots: The evolution of Doom level design." Doomworld. Retrieved 30 April 2021.