Everything started back when I got my very first shareware copy of Doom. I got fascinated with titles developed by Id Software. After playing the shareware version for months I finally got the registered version of Doom. Soon I discovered level design tools like DCK (Doom Construction Kit). Within a few months I created a collection of ultra-hard levels which were well-balanced and rigorously play-tested through LAN weekends with friends that spanned across all three original episodes.

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