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.
Purple Rain is a short 5-10 minute single map that has been designed to work with Dehacked Vanilla Doom. The map has been throughly tested to make sure that none of the Vanilla Doom errors like VPOs and Savegame Buffer occur. The intended difficulty is Ultra-Violence but all skills are implemented (not sure if Nightmare/Fast is possible).
100 Line Christmas is a mini community project targeting Vanilla Doom 2 (complevel 2). The project is inspired by Arsinikk and NinjaDelphox's 100 Line Massacre.
As the 100 in the title suggests, each map was limited to 100 lines at most. Mappers were only given one week to make maps for the project.
The megawad comes with 30 maps (28 normal + 2 secret) from the Doomworld Community! All maps were designed with pistol start in mind, though continuous play is perfectly fine. Each map should take around 2-5 minutes to finish.
A Vanilla Community Project with one rule: Each map could at most only have 128 Linedefs and 64 Things.
The megawad comes with 32 maps (+ 3 bonus) from the Doomworld Community, both old and new!
All maps were designed with pistol start in mind, though continuous play is perfectly fine.
100 Line Massacre is a small Megawad project (Full 32 maps + 3 Bonus) by NinjaDelphox and Arsinikk with the goal of making Vanilla- Compatible maps with the limit of 100 lines.
All maps were designed with pistol start in mind, though continuous play is perfectly fine. Each map should take only around 2-5 minutes to finish.
In addition to the 100 line limit, the other goal was to add variety to the megawad by alternating authorship with each map, combining Ninja's heavy emphasis on challenge and combat mixing with Arsinikk's more experimental maps of Vanilla tricks and exploits.