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.
9 + 1 (+ 1?) limit-removing levels for Doom II. Designed with stock Doom II resources in mind, utilizing the lovely skies provided by Mek's "box o' skies".
You may see a familiar space or two I implore you treat them as if they were new For the love from which these lands are derived Has been waiting patiently for you to arrive
May your heart's true will Be ultimately fulfilled For eternity
Down the Drain is 32 vanilla maps for Doom 2 and is my take on a Hell on Earth replacement with no added assets except midis that I like and bad menu gfx. Difficulty settings, coop, and deathmatch are implemented.
A single GZDoom map, made for the Realms Deep 2021 Mapping Jam and inspired (vaguely) by the Cthulhu mythos.
Features a brand-new 8-minute piece composed by me, entitled "The Old Ones", plus my old custom palette QPal, for the aquatic, washed-out colors.
Also features the music of @AD_79 for the title and intermission tracks.
Hell Ground is a seven-level mapset by Alexander S. (Eternal), released on November 15, 2009. It requires a Boom-compatible source port with support of hi-res textures, tall patches and OGG music; the author recommends an OpenGL-compatible port such as GLBoom or GZDoom. It is set in a variety of gloomy and surreal locales, and features moody music taken from American McGee's Alice.
Typically when you ship a big game you get some time off to relax, take a step back and enjoy life.
Of course, I had to do something very silly with some of this time. So I did a remake of a BioShock level for… wait for it… Doom 2.
Inspired partly by TIGSource’s amazing Bootleg Demakes Competition, I used a modern Doom level editor called SLADE to recreate Arcadia and the Farmer’s Market, the sections of BioShock on which I was the primary designer. It’s a monster of a level, crammed full of weird little BioShock-to-Doom transmutations and symbolism.
A single GZDoom map for Doom 2, not only raises the bar but megablasts it up to "how the hell is that even possible?" heights. Putrefier is set in an imposing UAC facility filled with shadows, beasties, and architecture straight out of an idTech 3 game. As you descend into the base, things get weirder, with creepy malfunctioning technology and demonic spaghetti crawling out of the walls in a sickeningly cool manner. There are no fanciful scripted cutscenes, but the thick atmosphere of the map suggests that the experience is part of a larger narrative than what's visible on the surface (a notion heavily reinforced by the set-up to a brilliantly-done boss battle).
This map is one of the many parts of the Secret Santa Imitation Project, led by Brian "Snakes" Knox. It was meant to imitate the style of Chris "lupinx-Kassman" Kassap, and is designed for Single Player, Co-op, and Deathmatch play.
A lonely medieval outpost overlooking a large sea sits on the edge of the world. In it lies a magical sword of power, waiting to be taken by a brave adventurer. But be warned - rumor has it that the sword was sealed away in order to keep an alleged curse placed on it at bay...
The world is full of monsters and you are working for the Monster Hunter Ltd company.
Your job is to bring back a stolen valuable painting. The trace leads you to an
industrial complex - there you start...
Five maps, loosely Mayan in setting, with an assortment of DeHacked changes to alter monster behavior and a few other things. Notably, some monsters and projectiles are faster than their vanilla counterparts. If you typically play maps on UV, I would definitely recommend HMP for your first playthrough to avoid any potential frustration. Similarly, if you usually play on HMP by default, dropping the difficulty down to HNTR would probably be a good idea. UV is certainly doable on a first playthrough though, if you fancy yourself a challenge.
MBF-compatible port is needed for play. (G)ZDoom recommended, but also designed to work in PrBoom+ at complevel 11.