Doomworld Mega Project 2012 (originally named just Doomworld Mega Project) is a collaborative megawad, containing 40 maps from 40 different mappers from the Doomworld forums. The project was started by TimeOfDeath on March 13, 2012, the first version was released on December 16, 2012, and the final version was created on January 29, 2013. The completed WAD was uploaded to the /idgames archive on March 1, 2013.
Doomworld Mega Project 2013 is a collaborative megawad, containing 54 maps from 55 different mappers from the Doomworld forums. Similarly to the previous Doomworld Mega Project 2012, it accepted any and all maps for Doom II regardless of engine used, theme, content, or quality; in this edition, the only limitations were that the maps could not use MAP07 or MAP30 slots or secret level exits, and could not be potentially damaging to the user (e.g. by using scripts to change port settings, or using zip bombs).
Plutonia 7: Going to the Hell, (sometimes simply called Plutonia 7), is a Boom-compatible joke WAD for Plutonia with 32 levels created by DoomTheRobot and General Roasterock.
Plutonia 4: Back to Your Hole (sometimes simply called Plutonia 4), is a limit removing joke WAD with 32 levels created by Roberto Lopez (Gothic). Originally made as a homage to SilverMiner's Plutonia 3: Going to Surface, the WAD themes are inspired by Plutonia and its unofficial sequel. As with many joke WADs, Plutonia 4 includes farcical elements such as ridiculous enemy placement, intentionally unpleasant map design, and humorous custom graphics.
Plutonia 3: Going to Surface (sometimes corrected as Plutonia 3: Going to the Surface) is a 32-level megawad created by Sergey Andreevich Burow (SilverMiner) as an unofficial sequel to Plutonia 2. It is known for its poor quality, involving many rookie map errors and poor map design. Plutonia 3 was uploaded to the idgames archive on July 2, 2017 and was later removed from the archive completely. An unofficial joke sequel, Plutonia 4, was made by Gothic as an April Fools joke in 2018.
Dark Tartarus is a Doom II megawad designed for ZDoom-based ports, created by lihanchi. It is a set of very challenging maps, many veering into slaughter map territory on higher difficulties, often with novel, eclectic concepts and themes that set it apart from many other challenging wads.
Development for Dark Tartarus began in late 2012, with the first version of the mod, containing 32 maps, released on December of that year. This was followed in January by a patch, tartarus-sns, which added minor tweaks and fixed some compatibility issues with the software renderer, and later by version 2 which included significant map overhauls. Version 3, besides having even more changes to the original 32 maps, saw the addition of a new episode called Dark Tartarus: Dead Tonight. While the lineup of original maps remained unchanged over the next two updates, Version 4 and 5, the set of maps for Dead Tonight changed between each version, with the latest, Version 5, released in April 2015, having a total of 43 maps.
Claustrophobia 1024 2: The Mystery of Too Many Maps is a 2010 megawad for Boom-compatible source ports. It consists of levels that were left out of the original Claustrophobia 1024, as well as some original levels. It is the result of a project begun by Joonas Äijälä (Jodwin) to improve levels from the alpha stage of Claustrophobia 1024's development that were removed for quality reasons; consequently, most of the levels originate from the alpha stage. Others were developed for the beta stage of development, but were removed as the result of there being too many levels to fit into a full megawad, hence the subtitle. The WAD was released on January 7, 2010.
Claustrophobia 1024 is a 2009 megawad, and the spiritual successor to Congestion 1024. Similarly to its predecessor, all of its levels are designed such that gameplay is restricted to an area of 1024×1024 map units. The project was led by Brett Harrell, began on July 10, 2008, and was released on June 17, 2009.
"That day..."
It's been a year since July 22, but the trauma still haunts me.
Mio died, Kazuha disappeared.
And I was left all alone to continue my dismal existence in a murky, hazy world.
But then, out of nowhere, Mio, whom I thought dead, reappeared before me.
She introduced herself as a transfer student. Apparently, she wasn't the Mio I knew, just a stranger who looked a great deal like her.
Now, tell me, do coincidences like this usually happen?
10 Levels for Zdoom, Plus 2 secret levels. Each level has all new challenges awaiting you. Plenty of use of the features in Zdoom like stealth enemies. There are also some new enemies capable of peforming the most unexpected tricks. There is no scripting this wad because I havent figured it out. There are 3 new types of Cacodemon, 1 new Cybderdemon, 1 new Mancubus 2 new Hell Knights. You're mission is to Save the backpack from the white Super Cybderdemon and kill yet another giant spider. Secret exits are in Level 1 and 8, both are extremley difficult to figure out, but the secret levels are the most stunning.
Bella II is a megawad for Doom II by Paul Corfiatis and Chris Hansen that was released in 2003. Difficulty is medium to difficult throughout and the theme varies from level to level. Some of the maps are experimental. ZDoom is required for best gameplay results.
There are 43 levels in total, 35 main maps including 5 secret levels. You must destroy John Romero and rescue MassMouth.
BF_THUD!, which stands for The Big, Friendly THUD!, is a 1995 megawad for Doom II. It was designed by Christen Klie, and includes half a dozen levels from his earlier ChrisK, which was itself based on his earlier Chris_E1, and which were also re-used in The Lost Episodes of Doom.
Armadosia: The Mad Corridor is a megawad for Doom II, meant for limit-removing source ports. It was designed by David Rivette (Arma Kero), and features 32 very large, exploration-focused levels, plus a host of new textures and flats, but no new music or story. It was originally released on March 1, 2005, and saw several updates containing bug and compatibility fixes over the years, with the latest version (2.1) being released in May 2016.
Run, jump, bounce and dive...but don't fall too far! The path is short, but it is very difficult. You will need a high level of strategy to complete the challenges that await you.
3 Heures d'Agonie 3 is a 32-level vanilla-compatible megawad created by members of the French Doom community. It is the final megawad in the 3 heures d'agonie series, and as with its two predecessors, most maps were made within a three hour time period, differing from most speedmapping events in that there was no singular mapping session, allowing authors to make multiple maps. The project started on 20 January, 2015, not long after the release of the second WAD, but was not released until 6 April, 2017.
Although it was considered to be the end of the 3 heures d'agonie series, a single level, L'agonie Finale, was released in 2018.
3 heures d'agonie 2 (3 hours of agony 2) is a 32-level vanilla-compatible megawad created by members of the French Doom community. It is the second WAD in the 3 heures d'agonie series, and like its predecessor, the concept was that each map was designed within a three hour time period, though differing from most speedmapping events in that there was no singular mapping period, allowing authors to make multiple maps. The project was released on 30 November, 2014.