You are a Martian terraformer stuck in a small station in the middle of nowhere.
Since the beginning of the terraforming project, the United Organizations of Earth have been threatening to take over. Recent events have prompted an invasion from Earth, only something went wrong with their new "space-warp" capable ships... that were built by some company with the initials "MS".
Uprising is a narrative driven DOOM2 megawad for limit removing ports (tested on Crispy Doom). It features an extensive dehacked patch with changes to weapons and monsters, alongside varied maps and gameplay. You'll be fighting through wastelands, abandoned facilities, hellish installations, ruined cities, frozen techbases and beyond...
The intended difficulity is UV but all other skills are implemented. There is something for everyone, including maps dripping with atmosphere, non linear keyhunts, short shootouts, frantic slaughter and a few true epics. Don't worry if you're intimidated, the largest fights have been inundated with powerups on the lower difficulties to allow the budding tourist to explore safely.
Mapping at Warpspeed is a 32 map megawad created as the ninth edition of the Pineapple Under the Sea speedmapping series. Each map was made with a 10 hour time limit and with the rule of crossing UFOs over each level to provide a semblance of continuity.
180 Minutes Pour Vivre is a collection of 32 new Doom II maps put together by the French Doom Community & friends.
Loosely following the recipe of the 3 Heures d'Agonie speedmapping series, this mapset makes use of a few extra assets to introduce a fresh, unusual, and definitely eerie setting.
Exomoon (aka Moonblood X) is a megawad for Doom 2. The levels are a somewhat mix of the original Moonblood with some early BTSX levels twist on them, focusing in a mix of the ruins/temple theme with some exotic natural landscapes. Scythe and Mano Laikas also have a strong influence on this. It has been tested on zdoom 2.8 and prboom 2.5.1.3.
Moonblood is a 32-level megawad for Doom 2. It's split into 6 episodes and features small/medium-sized levels, vanilla mechanics, and a custom soundtrack. Its main inspirations were Scythe 1, Jenesis, Mano Laikas, and the DTWID series.
The wad is divided into 5-map episodes, each with a different visual theme. There is some semblance of a difficulty curve, both within each episode and for the megawad in general. Certainly map 30 is a bit harder than map 1.
All difficulty settings are supported. UV is the primary difficulty for those who want a challenge, and HNTR was designed to be a more casual experience. HMP is somewhere in between and may not be as well balanced as the other two.
Pistol starts are enforced through MBF21 death exits. There are no secrets besides the exits on maps 15/31.
Tetanus is a vanilla compatible episode for Doom 2, centered around clean, easily readable level design, with visuals inspired by "orange-box" designs from various source engine games, as well as Super Mario Odyssey's "Steam Gardens." Tetanus also features an almost entirely bespoke soundtrack with midis by AD_79, and ZeMystic, among others.
This is my new wad, containing 6 maps. It uses Otex textures by @ukiro. It also features custom tree sprites (by @elend and @Negatronica) which really puts the icing on the cake as far as looks go. Also, that nice blue sky is by @Mechadon taken from "boxoskies-v3". MIDI's are by @AD_79, which I felt fit the theme very well.
Gameplay is mostly strategic with occasional mild slaughter elements. Maps are generally short, tough and fast-paced.
Difficulty-wise, I've tried my best to cater for most players... I wouldn't say UV is ultra hard but it can be rage-inducing without the right care. HMP is much more oriented for fun, although still challenging in parts. HNTR is a walk in the park.
Pistol starts are possible, but I personally think continuous play is a lot of fun for this wad!
Sign of Torment is unique in comparison to mainstream wads, so it might be something that was never done before.
It utilizes features not commonly used in Boom maps, like silent teleports, friction, or jumppads.
The wad follows usage of red, white and black colors through episodes. To put simply the main theme color in Episode 1 is red, in Episode 2 is white,
and in Episode 3 is black.
Comatose is a single-map wad. Focusing on a gloomy atmosphere, players will explore a vast, ruined city full of invisible monsters.
The wad was a winner of 2016's Cacowards and placed 13th in Doomworld's 100 most memorable maps.
The Mapset is an updated version of the old game it replaces few soundtracks with different ones from popular megawads, also replaced 3 maps with another 3 new maps, the mapset has a mish mash between old school design and new school design visually, but it has something for everyone, fun and challangeing maps, no slaughterfest maps though..
This is a nine-level WAD file with new graphics, music, and sound FX. The levels are very detailed, and are designed to mimic the "style" of the original shareware Doom.
This is an attempt at bringing back the "classic", realistic look of the Doom 1 levels. The story is the same as Doom 1 - Knee Deep in the Dead. You must fight your way through the Phobos moon base to the anomaly that monsters are pouring through. Check out the additional notes at the end of this file for more level info.
Attack on IO is a 7 map wad with themes of tech bases, castles and bloody unholy landscapes. It has you stationed on the moon of IO and has you being dragged through hell and back.
This wad features custom textures by Ukiro (Otex) and music by Jason "Jay" Reichard and Jimmy Paddock.
All levels have been designed with pistol start in mind, although you can also play continuously.
Sucker Punch features 9 small single-player maps for Doom II, tested in PrBoom+, ZDoom, GZDoom and Doom Retro. 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). The maps should take no longer than two or three minutes each to play and are designed for pistol starts. Difficulty settings are implemented.