5 maps for GZdoom/Doom2.
Small to Medium sized maps. Maps can be completed rather quickly (just find the switch that opens the exit and then find the exit), with lots of secrets, switches, scripted events, and hidden areas full of the stuff you might need to survive the next map. HMP and UV difficulties available.
No jumping/crouching. Mouse-look encouraged.
All maps are: (i) medieval-themed, and generally very large compared to typical DooM maps; (ii) non-linear and feature multiple paths; (iii) feature castle and fortress architecture, fights on an epic scale, and magnificent vistas. Maps 08-10 can be played in any order within the hub, and powerups & enemies are different in any given map depending on whether you play it first or play it after entering from another map. This provides additional replay value.
The Gun Mettle Update was a major update that introduced weapon skins, 4 new maps, and 3 new taunts. It also introduced the ability to pick up weapons from the ground from fallen players, as well the Gun Mettle Campaign, a three-month event allowing players to complete skill-based contract challenges to unlock one-of-a-kind weapons and exclusive weapon cases. To participate in the Gun Mettle Campaign, players had to obtain the Gun Mettle Campaign Pass, which was available for purchase in the Mann Co. Store.
Additional content was further added in the August 27, 2015 Patch with the introduction of the Gun Mettle Cosmetic Case.
The End of the Line Update was a major community-created update. It brought one new multi-class weapon, 23 new cosmetics, a new Pyro taunt, as well as a collection of items for leaderboard tracking.
The Love & War Update, known colloquially by the fanbase as the Bread Update, was a major update for Team Fortress 2 that was announced on June 17, 2014. It brought a total of 5 new weapons, 4 reskins, 44 cosmetic items, 11 item sets, 29 achievements, 6 startup themes, and 15 taunts.
A vanilla E2 replacement/PC for Ultimate Doom. It's called Nihility and I'll hopefully one day expand it into a full 36-level megawad. It's an old-school style wad with some new and replaced monsters and weapons, inspired by the Alphas/Beta but also old-school 90's partial conversions aka Strain. If you like DTWID, No End In Sight, Monti's favillesco and erkatane episodes, and Doom: The Lost Episode then you might enjoy this. If you don't like abstract, explorational and moody maps (and graytall) you should probably steer clear.
Mutiny is a 16-level, Limit Removing Community Project Episode for Doom 2 intended to be the spiritual successor of late 90's cyberpunk themed wads such as STRAIN, Hacx, Nimrod, Dystopia 3, and Perdition's Gate. It features new colorful, high contrast, (intentionally retro) textures inspired by the works of Iika Keranen and Anthony Czerwonka, complete with plenty radioactive signs, warning stripes, computers, slime, and rust.
Alpha Accident: Terra Nova has not only new maps, textures and music but also new things. Also there are new monsters (boss included), and a new (barely) map hazard - voltage... Maps in this episode are quite large and more of an andventure sort than anything else, but there's enough monsters to shoot at.
Counterattack is a 7-map mini episode for Doom II. Each map was designed to be played from pistol-start; continuous play is fine but will make the play through much easier. This map set originally started out as a single map contribution to the Vinesauce map contest held in 2016 by Joel "Vargskelethor". The map in question (MAP02) was started on in early September, and finished on September 9th. Afterwards, I officially started the project on October 10th (shortly after finishing MAP04).
My goal with this project was to exercise with the Doom II texture assets, and to create some maps for practice. All maps use stock Doom II textures (aside from skies and minor extras). The maps are medium-to-large in size and have many different paths that you can take. Replayability was a design goal I tried to aim for. Difficulty is somewhat middling, but should ramp up a bit towards the end.
Also note that you shouldn't use jumping or crouching in these maps. It has been disabled in ZDoom, but some ports will still allow it.
Legacy of Heroes is a Boom compatible episode for Doom 2 with 11 levels. The maps use the textures from Eternal Doom and the themes for the most are fantasy oriented. The maps also feature a more adventurous style and the level progression was made to make feel the episode like a continuous journey. Some levels are very long and all of them were desgned with pistol starts in mind.
As once listening to Annihilator and playing one old game, I thought: what if I make mountains hovering in space that will shimmer with the colors of the rainbow? As a result, having threatened for one year and one month to some extent, I realized what I had planned. It was difficult for me alone to do everything, and so I called for help TheSkyBug, who made weapons, some monsters, and a bunch of different trifles, and also ZZYZX, who made a new lighting system. Big thanks to them. Also thanks to ChaingunnerX, DOOMGABR, Dagamon, VladGuardian and other people for help of various kinds - without you this wad would come out much later.
Like my last mapset, Shadows of The Nightmare Realm, the premise is inspired by H.P. Lovecraft. The story takes place many years before Doom 1, and revolves around a man (NOT the Doomguy) who is on vacation and is out enjoying a day of hunting while his wife and infant son are at home. After a long and boring day, he starts walking back to his car, only to discover a ravine that wasn't there before. Feeling an unusually strong urge to find out what lurks beyond the ravine, he jumps down into it and heads out into the dark, foggy forest night. The rest of the story is told in the level itself through additional (skippable) text.
Umbra of Fate an experimental map, where I tried to push the type of gameplay that I personally enjoy to the limit rather than trying to include something for everyone. So expect an emphasis on dark, spooky areas; intense colored lighting; an emphasis on fights with a smaller number of tough enemies; a mix of Quake, Doom 64, and Doom 3 inspired map design; and interesting boss fights. It's
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).