The Warlock's Hearth is a very large map for limit-removing ports with an emphasis on atmosphere, exploration and enjoyable fights that still challenge the player without putting the pressure on all the time. The map features an .ogg soundtrack courtesy of Der Wolfmensch (Marco from Decoded Feedback's sideproject).
Started in 2009-ish, Coffee Break was intended to be another 32 map megawad. Unfortunately, due to a busy schedule, laziness, and other excuses, I didn't finish it. But I do have 11 maps, so there's that.
Submitted for your approval are 11 short maps designed to challenge all sorts of Doomers. All were made with lots of tender love and care, and with pistol starts in mind.
Into Hell is intended to be an episode of levels that take you deeper and deeper underground, until you find a crack in the Earth and dive into the realm itself.
Preacher is a 10-level PWAD for Doom II requiring a Boom-compatible source port. It was released by Darch in December 2018 and is a "musical conversion" based around medieval Christianity. Some music is provided by the band Those Poor Bastards.
A medium sized, architecturally detailed single-player map which twists back in on itself several times, set in a crumbling monastery made of marble and corpses.
Death's Dichotomy is 5 maps by 4 mappers for GZDoom. This is an offshoot of the now cancelled Near Death Experiences project. The aim of the project is to explore ideas and thoughts on death and dying.
A 15-level mapset for DOOM 2 that is compatible with the "-complevel 9" setting. Features new music by PRIMEVAL and James Paddock, as well as high-quality redone sound effects by Per Kristian Risvik. If the new music tracks are buggy in ZDOOM while using FMOD, updating to the latest non-official revision might fix the problem. I recommend using Fluidsynth, though. The first eleven maps are tech-base themed and are re-imaginings of the first eleven maps of Doom II. The next three maps are hell-themed, with the fifteenth map serving as an epilogue. There are two bonus Wolfenstein 3D themed levels in the two secret map slots, accessible via the epilogue.
"Gloombase" is a love letter to early 2000s ZDoom mapping, employing linear, objective-based gameplay, and abundant use of ZDoom features such as slopes, colored lighting, ambient sounds, lightning and weather effects, and a LOT of scripted sequences including interactable NPCs and menus. It is also a teaser for something bigger still to come. Stay tuned!
Here is a new single map for GZDoom, inspired an inordinate amount by Cyb's "Void".
Ambition outgrew the time allotted before Fuzzball's birthday, so it was released 2 weeks late.
A quick semi-speedmap made for @Dragonfly's birthday! Inspired greatly by his "Order of the Odonata" map from a few years back.
Simply collect the three teal skulls to open the exit. Blind playthrough probably takes about 20 minutes.
"Safe Haven" is my interpretation of a safe place removed from the world of the living - it's not necessarily heaven, but a happy place nonetheless. All souls are welcome. Negative influences are buried here. Your stay may be temporary, or permanent - that's up to you.
Have a spooky map anyways. This was originally mapped for Pigeon Speedmapping Session hosted by Bonnie, but I wanted to flesh the concept out into a more substantial map. This should take you about 10 to 20 minutes. Par time for the original was 2:00, for reference.
A brand-new Quake II experience from MachineGames consisting of 28 campaign levels and one multiplayer deathmatch map. In the depths of Strogg space lies the Machine, a singularity capable of collapsing the fabric of reality. Fight across time and space to find the Strogg-Maker, destroy it, and change the destiny of man and machine.
Two Boom compatible (cl9) levels for Doom 2. Quite challenging maps on UV (harder then Plutonia maps on skill 4), more manageable on lower skill settings. It features the low life Cybers Ribbiks created, which have 700 hp in this wad (a full credit list of the resources used is present in the text file). Cooperative gameplay is implemented.
Boom compatible (cl9) single level for Doom 2. Tech-bases installed into black, gray and green caverns. This map is designed to be difficult (harder then my previous maps). I suggest to start on HMP and, eventually, give UV a try when you know well the map.
The DNF2001 Restoration Project was created roughly a day or two after the August 21, 2001 and October 26, 2001 versions of Duke Nukem Forever; dated a whole 10 years before the release of the final game, were leaked by x0r_jmp on the /v/ board of 4chan. This resulted in a flurry of renewed interest in Duke and the game itself; and quickly attracted both vets and new blood alike interested in modifying the game's source code.
This Day Zero Edition features two custom weapons, the AK-12G Assault Rifle and Crossbow-B2. Finally, the Day Zero Edition also includes the Advanced Arsenal Bullet Brass exoskeleton and EM1 Quantum directed energy weapon. Play before the rest of the world with the Call of Duty: Advanced Warfare - Day Zero Edition.
Singularity Complex is an episode of 9 levels for Ultimate Doom, done in the "classic" Doom style. It is the successor of the much acclaimed Classic Episode, so I guess you could also call it Classic Episode 2.
Morior Invictus is a collaborative megawad for Doom II that contains 33 levels, made by the members of the Doomworld community, lead by forgettable pyromaniac. The project's goal was to emulate mapping tendencies of the 90's, but with a more modern approach