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.
One large and complex vanilla compatible map. Difficulty-wise this should be a bit less demanding than some of my previous works. Map 2 and 3 are just bonus stuff
This project started on Doom Power as a compilation of maps from speedmapping and gradually turned into something more. Some maps were seriously reworked, others were created from scratch and went a long way of development, or were transferred from other projects. The overall style of the project is very heterogeneous, and is a mixture of highly detailed and lengthy work, adjacent to the short and minimalist, practically unchanged speed mapping. The maps are divided into three thematic episodes describing the beginning of the invasion on earth, the journey into the realm of demons, and return to the our world that is already covered with ice.
Bloodstain is a full 32-map megawad for Doom2 made by Pavel Tvrzník, Czech Doom mapper known in the Doom community as Pipicz.
Bloodstain's map format is limit-removing Doom2. Recommend playing
with complevel 2, although it can certainly be played on other comp-
levels too.
1 medium-sized map for Boom-compatible source ports with a monochrome theme, with a second map to stop the player from progressing into the stock maps.
Emerald Ambush is a single, small map for Doom II. It has been tested in PrBoom+, GZDoom, and Doom Retro. Set in an overgrown facility, this map was made mainly to get me back in the habit of mapping after a fairly lengthy break. It is similar in style to my Sucker Punch mapsets, but the green detailing is not intended to imply an easy difficulty (it shouldn't be too rough, though).
This wad features 7 small to medium sized maps with mainly an autumn theme, with the last two maps being snow themed. This wad utilizes, and was largely inspired by, DiR's beautiful Opal Palette.
Goetia (Medieval Latin; anglicised as goety) is a practice that includes the conjuration of demons
Doomguy, in an effort to take out more demons, engages in arcane demon rituals to reach the demon's realm.
Thanks Nue for the speedy work on the graphics, textures were pinched from CC4 and Jimmys Zoon texture packs (also where the misty sky came from). New palette is ReaperAAs excellent Coldpal colour palette.
Sepia is a 34-map megawad (which started as a NaNoWadMo project) with maps ranging from lighter brown shade to darker brown shade. The mapset is mainly targeting DSDA-Doom (Woof should also handle it, but it wasn't tested), but GZDoom should work for the most part as well (use it at your own risk still, there might be more issues than i found).
The mapset is divided into 4 episodes with themes variying from the trench warfare of the WW1 to abstract solid-colored places in the void. Difficulty varies as well, with the wad starting fairly tame, but getting progressively harder both in movement department (episode 3 being heavy on the plaftoming side) and in combat department (episode 4 being heavy on the slaughter side).