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.
This is level 1 of a 9 level storyline episode.
You thought it was all over after you finished the grand tour in hell after Episode 3 -- Inferno.
Well, Mars Base has sent in an urgent distress call and this time you are called again for one final encounter against the... INVASION!
3 action packed levels of varying size. Few puzzles. Built after playing (and loving every second of) Alien Vendetta. Difficulty is intentionally set somewhat high.
The Fight or Flight update, was the second major update for Team Fortress 2 Classic.
True to its namesake, it focused on content related to mobility, as well as several weapons and maps. Its flagship feature is the Jump Pad, an Engineer building that allows taking to the skies. The Anti-Aircraft Cannon was designed for Heavy to swat enemies out of the air, while the Twin Barrel affords Pyro greater mobility. The Brick gives Scout a hard-hitting projectile, while the Heavy gains Chekhov's Punch and the Pyro gains the Harvester - both weapons that store critical hits for later. Finally, L'escampette gives the Spy an alternate watch, allowing for easier escapes.
The update also introduces the Arena map Floodgate, the Four-Team King of the Hill map Frigid, the Payload map Jinn, the Four-Team Medieval Mode map Krepost, and the new Territorial Domination game mode with the map Caper.
Shrine of the Silver CyberPrimate is a 6+? map techno-mesoamerican adventure from the Diabolical Broadcasting Korporation, serving as a semi-spiritual successor to DBP09: Legends of the Hidden Tech. The project targets ZDoom 2.8.1 but has also been tested with recent GZDoom versions, especially 4.10.0. As with previous DBKs, the goal here is to use well-established ZDoom features to suggest a hypothetical '90s game engine made up of bits of Doom, Build, Quake, and Hexen. Since our goal is not to push the bleeding edge of modern source ports, effort has been made to keep the set playable on lower-spec machines.
The DBK Holiday Special is a 15-map Christmas adventure from the December Bastards Krew, which takes the holiday season into the darkest reaches of outer space. Fans of Alien Bastards! and Spaceballs: The Sequel should be particularly interested in this one! ;)
Dungeon Synths is a 9+1 map musical odyssey from the Digital Bards Krew, merging the worlds of medieval fantasy and vintage synthesizers. This is the first of (hopefully) many bimonthly ZDoom-oriented community projects organized by several veterans of the DBP series, run on the ZDoom forums. The project targets ZDoom 2.8.1 but has also been tested with recent GZDoom versions. Dungeon Synths features an ogg soundtrack of music from classic RPGs, particularly Legend of Dragoon and Dark Cloud 2, newly arranged for (virtual) vintage synthesizers and drum machines.
Literalism is a 26-level Boom mapset that came to life as a community project hosted by Yours Truly. Running between July 22nd and August 22nd, 2021, the project employed a gimmick somewhat inspired by how speedmapping sessions often place a thematic restriction. Participating mappers were given a randomly generated map title to make maps inspired by. Maps were compiled into this mapset in order of submission, so the difficulty curve may be all over the place.
Tetraptykon is a set of four maps for strong limit-removing ports (PrBoom-Plus would be the minimum requirement, and -complevel 2 would be the preferrable option) that aim to merge oldschool-flavored slaughter gameplay with modern visual appearance. For the sake of the latter, @ukiro's OTEX resource set was also applied.
The Death & Taxes update, was the first major update for Team Fortress 2 Classic.
The update focused on cut content from Team Fortress 2. Its flagship feature is the VIP game mode, in which BLU team must escort the new Civilian class to the end of the map, while RED team has to assassinate him. To highlight this new game mode, three VIP maps were included: Trainyard with a single capture point and a one-life VIP, Mineside with a VIP-exclusive briefcase that must be delivered to unlock the capture point, Harbor with three capture points and no special gimmicks, and a VIP version of Badwater Basin with four capture points (later reduced to three) and a nighttime atmosphere.
Another major feature was the addition of Four-Team mode, shattering the previous paradigm of RED and BLU by introducing GRN and YLW. The new Four-Team maps were the Arena map Flask, and a Domination version of Hydro - which itself is a new game mode, with Oil Canyon as a two-team exemplar. The update also brought back 9 new weapons based on unr
Sucker Punch 2 contains nine small, single-player maps for Doom II. The maps require a limit-removing port. The WAD is made up from three mini-episodes of three maps each which escalate from easy (with green details) to harder (yellow) to hardest (red). These are slightly larger than the maps in the original Sucker Punch (2018), and should mostly take 3-5 minutes each to play. Difficulty settings are implemented. The maps are designed for pistol starts.
To celebrate the 25th Anniversary of the introduction of such wonders as the Super Shotgun and Arch Vile, I present a brand new, limit-removing megaWAD, which uses every line and sector action at least once! Difficulty starts low and gradually builds through this set as your journey unfolds across a planet lost to Hell 25 years ago. Will this be the mission that finally defeats the demons? No jumping or crouching, please! Do feel free to use mouse look (I do), and if gameplay mods are your thing, go ahead - this should be compatible with everything. The megaWAD is designed for continuous play, but every map is beatable from pistol starts if that's how you prefer to do things!
The basic ideas of this map are infernalism in design and the general non-linearity in gameplay. I have never tried to widely disclose them in my maps and wanted to practice. In some places everything turned out as I had planned, in some places very average. Nevertheless, I am pleased with the final result. As an experiment, I added coop-starts, but cooperative was not tested at all. The difficulty is above medium, but you can choose from HMP and UV.
The map is very long (about one and a half hours), so it will be tiring to go through in single try. The player is faced with the task of finding 6 yellow keys scattered across map locations. The keys must be placed on pedestals in a separate huge room, which can be reached via a teleport in the center of the map (where the hammer is). I think this should help you not to despair if you get lost.