Literalism is a 26-level Boom mapset that came to life as a community project hosted by MFG38. 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.
Hell's Farthest Shore will be a replacement episode for The Shores of Hell, with a focus on huge, imposing architecture and atmospheric exploration, punctuated with frantic combat.
Assembly Line is a facility map created in UDMF format with a warm color scheme and clean visual style. The map makes use of arena based encounters, modern scripting capabilities and a dynamic, purpose written soundtrack scoring your playthrough.
For reasons unknown you wake up in a strange place. Another world. A world populated by evil. The brood of hatred! And once again you really have no other choice...no other choice than grabbing a nearby shotgun and start blasting your way...home?
3 short, Boom compatible maps built with @Noiser's excellent D4V mod and using @ukiro's wonderful OTEX texture pack. Each map is originally a ~1 hour speedmap that has received tweaks and refinement over the last month since their initial version.
Gorehounds of Doom is an 18 level megawad for doom 2 in mbf21 format started by Thelokk. The theme of the project was simple and unrestrictive, with each mapper creating something under their personal interpretation of horror in a doom wad. The result is a wide variety of maps ranging from atmospheric environmental storytelling to slaughter under a dark/gory aesthetic.
A new episode that replaces the first standard Doom II. The levels gradually introduce the player into a dangerous world of death by showing ways of survival and success in it.
UnBeliever is a three-episode, vanilla Heretic megaWAD where each episode offers a different gameplay experience and are designed to be played in any order. E1 has lots of gimmicky combat scenarios, mostly focused on Heretic's unique gadgets. E2's maps are ultra short and action- packed, built with only 100 linedefs a piece. And E3's trials require quick thinking and quicker reflexes.