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.
  
His personal project [[Torment and Torture (series)|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 [[Wolfenstein: 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]].
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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 [[ZDoom]] advanced 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/
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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}}
|publication=[[Doomworld]]|publishdate=December 10 2019|accessdate=}}
 
 
 
On February 25 2021, he announced his retirement from the Doom community.{{cite web|author=Gimmer, Daniel (Tormentor667)|title=Fat Reward & Ticket Home | My Farewell|url=https://www.doomworld.com/forum/topic/120009-fat-reward-ticket-home-my-farewell-chapter-9-published/|publication=[[Doomworld]]|publishdate=February 25 2021|accessdate=}}
 
  
 
==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]]
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** ''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]]
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** ''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]]
* [[Torment and Torture (series)|The Ultimate Torment & Torture]] ({{ig|id=15107}})
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* [[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}})
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* [[Community Instagib Mappack]] ({{ig|id=15554}})
 
** D2IG07: Nebulae Simplified
 
** D2IG07: Nebulae Simplified
  
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===2016===
 
===2016===
* [[Wolfenstein: Blade of Agony|WolfenDoom - Blade of Agony]] Episode 1 ([https://boa.realm667.com Official website])
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* [[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 Episode 2 ([https://boa.realm667.com Official website])
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* 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])
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===2021===
 
===2021===
* Wolfenstein: Blade of Agony ([https://boa.realm667.com Official website])
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* 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/index.php WolfenDoom - Blade of Agony website]
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* [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
 
* [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
  

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]

Body of work[edit]

2000[edit]

2001[edit]

2004[edit]

2006[edit]

2007[edit]

2008[edit]

2009[edit]

2010[edit]

2011[edit]

2012[edit]

2014[edit]

2016[edit]

2017[edit]

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]

References[edit]

  1. Not Jabba (10 December 2019). "Roots: The evolution of Doom level design." Doomworld. Retrieved 30 April 2021.