I've been working on asylum, on and off for the past decade.

series designation 00
"ALTDETH"
for doom 2

a few years worth of doom engine tinkering resulted in several scattered projects.
altdeth saw general mix and match type wad compilation with several personal touches,
enhancements, and tweaks. this is, unfortunately, not the final product. that, sadly, is lost.

download - 6.01 mb zip (14.5 mb wad)

series designation 01
"ASYLUM"
for quake 2

initially a sound replacement project, asylum grew to become slightly more.
origin of the series logo, as well as the over-all color scheme.
several logo prototypes and other assorted early examples of things to come.

download - 13.3 mb zip (23.8 mb pak)

series designation 02
"Asylum 2: Jedi"
for jedi knight 2: jedi outcast

the quake 3 engine provided me with easy access to many more editing options.
sound was a slight interest, though the primary focus became skin and effect altering.
origin of the green vs purple motif and goal of team colored re-skins.
neither were fully realized in this project, but the idea took root...

download - 12.4 mb pk3

series designation 03
"S I G I L"
for quake 3 arena

the most complete project in the series thus far. origin of my linear infinity design.
sigil saw me combining the sound oriented and skin oriented goals from the previous two projects.
I also began to dabble in texturing and general client side engine manipulation.
sigil saw the realization of jedi's completely new team skins, albiet with different colors.

download - 49.6 mb zip (48.3 mb pk3 main file + 4.2 mb pk3 patch)

series designation 04
"ASYLUM 3: WAR"
for wolfenstein: enemy territory

one of the projects I barely got started on, yet for various reasons demands inclusion in this list.
a small amount of actual work was done after much time spent configuring it all in my head.
the project never got off of the ground due to engine limitations; almost every
single aspect of the game could easily be changed into my green vs purple scheme
except for a certain colored smoke effect which was hard coded into the engine and would not
be possible to change with a client side project. origin of the refined 'asylum zombie' concept,
as well as the idea of general decay and rot in the battlefield.

series designation 05
"virtual deviance"
for quake 3 arena

during a hurricane (ophelia, I believe) I decided to do something very silly for fun.
the initial idea was to see how much mileage I could get out of a few simple textures and effects.
ultimately I was finally able to see the realization of my green vs purple team motif.
since the power never went out during the hurricane, I decided to keep the project for eventual release.

download - 40.0 mb pk3

series designation 06
"a s y l u m"
for doom 3

while going through doom 3's singleplayer campaign I couldn't help but notice things
I wanted to change and play with, and before long I began to do just that.
Lots of experimentation and playing with the engine that never really panned out,
as the anticipation of getting started in on Quake 4 grew and grew.
I was comfortable with what I had done with this and jumped straight into the next project...

download - 13.5 mb pk4

series designation 07
"ASYLUM 4"
for quake 4

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download - 105 mb pk4

series designation 08
"asylum fortress classic"
for team fortress 2

before tf2 became all about paint, hats, and homos, I played it quite extensively. It took only
a short while before I started changing things. Lots of experimentation with only a few things
taking focus. During the summer of 2010 I went back and updated a lot of the early content,
but eventually grew weary of working on a project for a game I no longer really played.

in the future I'll compile the last updates to that edition and upload it here.

series designation 09
"Asylum Fortress"
for team fortress 2

Though I'm down to playing tf2 one or two hours a week instead of ten or twelve, some things still
call to me in the ways they always have. Toward that end, the prior work got shelved in favor of
a new take on things. Less extreme, more visceral. We'll see how long I stay with this one.

asylum fortress alpha 01
(32.1 mb)

At some point before I stopped giving a fuck I compiled two swaths of content from asylum fortress
into two separate filesets, for people who might want just the different character skins or new signs.
there's also two other files that, when assembled with the signs and skins, represents the most recent
and finalized version of whatever it was I was experimenting with at the time.

The 2011 revision of the red and blue teams. download - 44.9 mb zip
The 2011 revision of the signs. download - 19.1 mb zip
2011 finalizations and minor testing scraps. download - 27.4 mb zip
2011's last hotfix "patch" to the project. download 4.69 mb zip

Install them in the order presented here, for the absolute last example of whatever it was that I was doing.