The map is pretty linear and has a bunch of tangents and secrets and is stuffed with low-tier enemies and pickups for all you murder-headed-secret-hunting-bonus-fiends out there.
This is my "oddly named but lovable beast of wad" (kalensar) that replaces Doom 1in the style of Doom the Way Id Did. To ensure vanilla compatibility, I've tested the wad in Chocolate Doom and cleaned up any issues I could find. This wad doesn't try to reinvent the wheel, just maybe grease up the axel a little bit. Also with the levels is a pack of midis I wrote and decided to include for use alongside the levels. That's right, the first 36 level ultimate doom megawad of 2022, and the only limit we removed was your imagination.
Contra Spirits 64 is a canceled entry in the Contra series that was being in development in 1998 by Konami Computer Entertainment Osaka and was planned to be released on the Nintendo 64.
The game was presumably going to be a side-scrolling platformer shoot 'em up in 2.5D, with the camera probably changing to a higher perspective in certain sections and boss battles.
Most likely due to poor sales of the Nintendo 64 in Japan, Konami ultimately decided to stop the project and disbanded the team, which then were assigned to work separately in different projects.
Penelope.wad is a sort of bookend to my first year of mapping, and a distilled extract of everything I like in my mapping soup: complex architecture, out-there texturing, strange progression and a whole lot of atmosphere. There are also a few demons to kill, but nothing worrisome - little more than a nuisance. Only a few are archviles, and even fewer are cyberdemons and spider masterminds. Most combat is optional, and the exit can be reached in only a few minutes, though I'd invite you to stay for the whole experience if you will...
Originally designed for a community project, Well, me Neither is a short Doom 2 adventure through a possibly flesh-infested neighbourhood. It didn't quite fill the project's rubric, but I still feel it scrapes by just enough to deserve a second lease on life.
The player will travel through prisons, rifts, mazes, fortresses, forests, graveyards, sewers, factories, labs, the Hell, haunted libraries, all to chase down (or be chased down) by new stronger demons and bosses, but with the help of new powerful weapons at his disposal.
The wad presents 3 new Episodes, with 14 new levels, 12 + 2 secret, a Hub (reachable by beating the final level or just by entering the "Reliquary" episode), from where you can play all of the levels pistol starting (actually "fist starting"), go to a "testing area", change the skill level and reach the secret 15th level, a wave based arena.
"Twelve Easy Pieces" (formerly known as "Constraining Order") is a set of twelve (or was it thirteen?...) Boom format maps that sets out to do exactly what it says on the tin - provide you some fun in an easy, stress-free environment. No evil archvile closets here (although my memory might fail me, it's been a while since I cleaned out those closets); no nasty obstacles to your carefree circlestrafing (watch your step though, I'm not insured); and certainly no revenants (skinny guy in red pants told me, how could he be wrong?). Take a stroll through techbases, temples, aquatic environments and out-there voids, always knowing that even on UV you'll never face anything worse than a slightly spicy HMP Plutonia. Small maps with low monster counts, a restrained texture choice, and occasionally a dash of my personal foibles - puzzles and platforming. Nothing you can't overcome, believe me
The Box of a Thousand Demons is a brand new 32-map Boom megawad, targeting DSDA-Doom as a port and using OTEX as its main texture pack. It focuses on variety over visual consistency, and explicitly caters to all manners of niche and aberrant gameplay - within you will find lite and fat slaughter, key hunts, puzzles, platforming, pacifist maps, Tyson maps, NoMo maps, ammo starvation maps, the whole nine yards. A little something for everyone. Atmosphere was my main concern, with streamlined gameplay a distant second.
Azazel's Second Descent is a full, 32 map megawad. This is a one-man megawad and all maps were made by me. I would categorize the maps as slaughter-lite, meaning it is not full-on slaughter but you might face a horde or two, especially the farther into the wad you go. The WAD is broken down into six 5-map episodes. There are 4 new monster types and 2 bosses added.
Caffeine Injection is 5 maps long episode for Doom II done between 2020-2022. It's made from various projects I couldn't finish in time or left when I changed my mind. I didn't want to waste those levels, so I compiled them in one small ep.
Pistol start is the intended experience.
Nensha is a mostly run-and-gun style loop through a grimy, demonic techbase, made in boom format (complevel 9). I've never been big on making techbases, but I had fun exploring some ideas with this one. Fingers crossed that it's bug-free and some kind of entertaining!
In terms of difficulty, I tried to aim for that Plutonia/Scythe/Valiant range (with varying degrees of success). It's not a complete pushover, but not overly punishing.
Hurt Me Plenty was what the map was built for (""intended experience""). It has some kick to it here and there, but most players shouldn't feel too out of their element. Ultra-Violence is just HMP with a few extra cheeky monsters/encounters, intended to catch the player off guard a bit more.
HNTR is now Hunted! Taking inspiration from Mutabor's "Onslaught!", this is an alternate version of the map for anyone who prefers their Doom extra spicy. Gets into slaughter territory, and I probably wouldn't recommend it as a first impression.
Zaero: Episode 1 is a three-level PWAD for Doom II, released in June 2005 by Steven Searle. Built for the ZDoom source port, Zaero is heavily inspired by Quake II and features a similar aesthetic, with the gameplay enhancements being reinforced by the addition of several custom enemies through DECORATE. Planned to be the first entry with more maps to come, no sequel ever materialized.
OSIRIS Total Conversion is the much-expanded sequel to I, ANUBIS (a DOOMGATE "Best Doom2 of all time" level). OSIRIS makes that one look like pac-man.
OSIRIS contains incredible new monsters, textures, graphics, and sounds (326 new sprites!). Loosely (very loosely) based on the movie "STARGATE". Designed to be DIFFICULT, with serious thought applied to gameplay, lighting, architecture, immersion, and theme.
Gameplay will be best on ULTRAVIOLENT in single-player or co-op modes. Provision for deathmatch is not included. OSIRIS is NOT so huge as to slow your machine to a crawl, but faster machines will, of course, play better.