The map is about a marine who must infiltrate a UAC Corporation large base because there are indications that dangerous secret experiments related to portals and Satanism are taking place. The protagonist is hidden in a truck of the UAC that goes to the complex getting to enter without major problems. But once inside the facilities he realizes that something terrible has happened there, it seems that he is not the only unexpected visitor...
Vae Victus II is an all new level set for Doom 2 utilizing new graphics and music. The episode consists of 7 levels of varying themes and difficulty. The first Vae Victus was an attempt to honor the traditional gameplay of Alien Vendetta and other classic megawads; however, VV2 is a more balanced approach that provides challenging battles without the swarms of roaming enemies. The architecture is improved over last year's offering, and is more refined in it's concept and design. I am a classic doomer at heart, so I decided to keep this wad compatible with every source port that allows for limit removing. Co-op play is also supported, as are difficulty settings. In addition, every map can be beat from pistol starts.
A different kind of experience, focused more on puzzles and individual encounters.
It is a remake of the first Phocas Island. I decided to do a remake because I felt
the first one was lacking in areas and was rushed towards the end. It features large
multi-path levels, with lots of scripting, not even one original monster (although some
are only slightly modified from the original).
A large map for the original Doom that uses a huge amount of scripting and ZDoom features while attemptimg to retain classic and fast paced Doom action.
map01: mainly rusty metal, tech; map02: clean tech base, a bit hellish
Your mission: Seek three mystical skulls. Use their collective power to destroy the Source of Evil.
Notes: I recommend to play map02 from pistol start. No jumping.
These are my two maps "Thunderpeak powerplant" and "Termination" from the recently released Zpack community project!
Since there seem to be quite some interest in it, I decided to release those two maps as a standalone project.
After making a large map with slopes, scripts, all new resources and whatnot, I felt like making something very basic.
Also used this opportunity to get some maps that were gathering dust finished and released; a very old episode 2 project (although I have released e2m1 of that project before as e2m1er.wad), and a project for EDGE that got to 1½ levels (Rust). The maps were converted to use vanilla resources only (except for the sky).
E2M5-E2M9 however are brand new levels for this release. The wad is tested to be vanilla compatible, though during mapping it has mainly been tested with ZDoom for convenience's sake. Also found to work with Eternity. But as it is vanilla compatible, any port should work.
A 3-key Collector style map. Pretty standard fare, with a heavy emphasis on traps and arenas, and a lite-slaughter finale. This map is intended to be challenging. All monsters/weapons are vanilla.
There are only 2 modes, (UV) and (HMP and lower). UV is the intended experience, but the HMP-lower version is there if you're looking for an easier run.
This map had several sources of inspiration, but the biggest one were the Nether Fortresses in Minecraft (both visually and mechanically). I always wanted to make a Doom map that had the sensation of finding one of these in the Nether, especially with the idea where the environment is as dangerous as the denizens lurking within. That said, there are no teleports if you fall off any of the ledges into the chasm. Basically: You fall, you die.
16-ish Boom compatible levels. ZDoom based ports will have to level warp in order to access the secret levels, since Map14 sends you to the EndDoom screen. BOOM ports can access these maps regularly from Map15.
A vanilla-compatible mapset created for NaNoWadMo 2019. It tells the story of three people and the different challenges they face trying to survive and save each other after the research facility they're stationed at is struck by a hellish invasion...
So, I've decided to add proper beginning and boss fight maps to make a complete 6 map episode.
It's a tribute wad - stiles of different mappers were projected thru the prism of author's memories and
reflections. In the end you get 'Doom the way you did'.
-6 (+1 bonus) classic DooM2 maps, mostly adventurous, no slaughter (almost)
-stock textures only (except new sky and waterfall)
-new music (from "Rock It!".wad series)
-maps are mostly vanilla, some maps break save game limits
-new status bar by galileo31dos01
-bonus map includes a really bad joke.. Or does it not?
22 Plutonia maps created by @AD_79 and myself. Complevel 4/limit removing format.
Designed to try and emulate Casali mapping with old school compact, high impact maps.
Arceon is a boom compatible mapset consisting of 6 medium length maps plus an epilogue map, mainly consisting of techbase themed maps, with different themes based on the light color of each map
Each of the maps was built with an emphasis on having layouts that encourage incidental combat from monsters and are easy to navigate, filled along with several combat setpieces.
This was meant to be a map of a much larger map pack, but I've decided to focus on another big project instead of focusing on making 1-hour long maps after the other, which was burning me out a little bit.
This is not my style of map usually, I just felt like doing something pretty Sunder-y for once to see if I can manage a grander scale of map without a hitch.
An experimental gothic-style map originally created as part of the Refracted Reality project. The central idea is a temple built on a huge piece of rock floating in an abyss with an abundance of vertical gameplay. Due to pursuit of the architectural complexity, in the spirit of Quake, map has performance problems.
The player's goal is to explore temple complex and find 3 runes. After installing them on the pedestals to open the exit and leave map. I'm sure sometimes players will find short cuts. Note that these are not bugs (although they were originally), since do not break the map progression.