Here is a full list of the .WADs made by other authors. There is a short description for each level (as objective as possible). You can find some screenshots of these level in the relative section.
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Oniria by Aluqah: It is a medieum-size map for ZDoom. The setting is dreamy, well... actually nightmarish! In fact, according to the very short story in the .TXT file, "you are having a ngihtmare and nobody can wakes up", so you must find your way in your own bad dream to wake up. Everything looks black & white with some red, thanks to new PLAYPAL and COLORMAP by Jon Dowland. As for the graphics, architecture is quite simple, with a low level of detail; of course we cannot talk about colour schemes, as well as texture and flat combination. This choice surely makes the level look quite dull and boring, but it fits the nightmarish theme and gives that peculiar, sinister and creepy feel. The author used some new textures and flats (some of which are clownish) and also new sprites for keys, Stimpaks (now called "Lifeballs") and some decorations (a chandelier and a street lamp). The gameplay is enhanced by a new sort of puzzles, made by using ACS Scripts and ZDoom features: you must find a certain number of 3 different kinds of keys to open some doors and go forth. Then you must look for "The Key" to go back to your bedroom, where the game ends. Difficulty-wise, the map is quite tough and challenging, but not extremely hard: health is nicely balanced and scattered throughout the whole map and there is enough ammo to kill all enemies. Just beware to traps, especially those with teleporting monsters, and be careful when near to edges: sometimes you can't climb up back! The new background music track is nothing particular, but suits the nightmarish theme. |
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Mega by Ivano Lich: This small map should have been the first level of a "mini MegaWAD" of 10 maps, according to what the author states in the .TXT file. It can be beaten in a very short times (few minutes) without any difficulty. In fact there are just 28 monsters (whichever skill level you choose): Zombie Men, Shotgunners, Imps and Demons. Ammo and health arefinely balanced, but you can take advantage of infighting too! Gameplay is simple, linear and straightforward: just go forth, kill monsters, activate two switches, take the Red Key and reach the exit. Graphically it is very nice: it features a tech-base theme and a pretty high level of detail; the new textures and flats, combined with the old one, make the level even better-looking with some nice colour schemes. The new background music track is good and suits the ambience of the level. It would have been perfect as map01 of a MegaWAD, but it is a bit too short as single-map .WAD! |
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Crimson Horizon by Death-Destiny: Like "Grime" and "No Chance", this Boom-compatible level features a HR-styled difficulty, that requires good skills, especially in manoeuvring in tight rooms, while fighting against monsters all around you. The monster count is not very high (216 - 249 - 279, depending on the skill level), but consider that the map is relatively small, so actually the monster density is quite high! There's every kind of enemy, including two CyberDemons and one Spider MasterMind (at HMP). By the way, you have to deal with one of these CyberDemons in narrow corridors! The gameplay is simple and linear: you must solve few simple puzzles with switches and look for the Blue Key and then for the Red one to find your way to the exit. As for graphics, the level has a simple architecture with a medium detail level; some architectonic elements are both useful and dangerous: useful because they can provide cover, dangerous because they can hinder your movements. The setting is not clear, but looks like an hellish outpost. The new background music fits pace and ambience of the level. |
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Assault on Tei Tenga by Sam Ketner: This .WAD designed for ZDoom is a 6 level set, featuring a peculiar gameplay, that exploit ZDoom features, like ACS Scripts, cut-scenes, messages, security cameras, earthquake, etc. Moreover the levels are organized as a hub, so that you can come back to previous levels, already explored, to take health and ammo you left behind or to accomplish a mission. In fact, the gameplay is made of missions and objectives, that you must complete to go forth; for instance you must fix a nukage leakage in the "Orbital Deployment" and aling an antenna to go to map02 ("Planetary Deployment"). Although you have to go to and fro "Polar Hydro" (map03) and "Power Plant" (map04) to accomplish the 3rd mission and reach the "Colony Site" (map06), the gameplay is quite simple, almost linear and never confusing. Unfortunately graphics and difficulty of TeiTenga.WAD aren't up to its gameplay. In fact, graphically it is quite simple, with a nice architecture but medium-low detail level; what makes level good-looking is the good choice of textures and flats, as well new textures, flats and sprites. As for difficulty, all levels are quite easy with a low monster count, few tough monsters, abundant ammo provisions and finely balanced health; the hardest moment is just the final showdown against the Colonel. After all, it is not a bad map-set and it is worth playing. Nice music tracks (though repetitive) and ambient sounds makes this .WAD a bit more interesting. |
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Mysterious House by Azamael a.k.a. Misha Kolybenko: This .WAD is a single map, that will keep you busy for 10 minutes at most, since it is quite small and has got few monsters (36 - 63, according to skill level). It is quite easy, since it is populated mainly with Zombies, Imps and Demons plus some Hell Knights and Cacodemons, whereas the toughest monsters are Mancubi and Arch-Viles; there are just few hard moments, whose difficulty is due to a good enemy placement (watch out for chaingunners!); the weapons you'll find are suited for these enemies: Shotgun, Chaingun, Plasma Gun and Rocket Launcher; ammo is plentiful, as well as health. As for gameplay it is very simple and linear: you must kill all the enemies infesting this "mysterious house" and find a switch, that opens the gate to the exit. Graphically, this map - the 2nd level published by the author! - is very interesting, since it has a nice architecture with a pretty high detail level, nice colour schemes and good texture and flat combination. The .WAD includes a new grid texture, a new sky, two new flats, a new tree sprite and even a new titlepic (not bad!); unfortunately there's no new background music. But I recommend to have a nice pastime with this level. |
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Dead Perfect by Yonatan Donner: HR-styled, this .WAD comes directly from one of the authors of "Hell Revealed" (HR). It is a 2 level set, based on 2 DM maps originally done for "Pursuit", then converted for SP mode, compatible with vanilla "Doom 2". Graphically, the maps are quite simple, but with eye-catching colour schemes and good texture and flat combination; map layout is well designed. Gameplay-wise, they are based just on action, since they are HR-styled, as forementioned. As for difficulty, the first map is quite hard, because you start with several monsters all around with just your pistol and a Shotgun; but once you survive the beginning, you won't have further problems, because ammo is just plentiful and health is abundant with some power-ups too; the second map is quite easy, if you play it in sequence after the 1st level, otherwise it is harder (if you play it from scratch, without health, armour, weapons and ammo from the previous level). The first 2 skill levels should be quite good for beginners who want to try some bloody .WADs; the 3rd one (HMP) is quite challenging for most average players, whereas UV is designed for skilled Doomers. |
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Daemonic Martello 1024 by Vasek "(The_)Damned" Havranek: "Martello" means "hammer" in Italian... I don't know if the author took inspiration from this, but it is possible, since the central room in the map has a trap with crushing ceiling, that let me think so! Anyway... as the title says, this level was originally designed for the "Congestion 1024" contest and you'll notice it from the beginning, because almost all fights take place in narrow rooms and tight corridors, filled with monsters, that want to hug you. This makes the level very challenging in HMP (Hurt Me Plenty!) and extremely hard in UV (Ultra-Violence), as well as monster placement, that tend to catch you, and traps with teleporting enemies, who'll try to get you from behind. So watch your back! Moreover health is tightly balanced and ammo is just sufficient to kill all monsters, but you mustn't waste even a single bullet! Forget power-ups and secret areas: what did you expect for? This is not a training, soldier... this is war! Don't wait for powerful weapons, like Rocket Launcher or Plasma Gun... but you'll be provided with a BFG at the end to kill the last monster (a Pain Elemental in the first skill levels, an Arch-Vile in HMP or a CyberDemon in UV). Average players will find this level really challenging in HMP, but not too dificult; UV is oriented towards seasoned Doomers; beginners would better try it with the first two skill levels. That's all, as for difficulty. About gameplay, it is very linear and quite simple: you must find Yellow and Red Skull Keys and solve very simple puzzles to go forth; but actually gameplay is based just on action. Graphically, this level is very nice with hellish theme, detailed architecture, good-looking combinations of flats and textures and well patterned colour schemes. The .WAD includes some new gothic textures and flats by GothicDM: they add a nice touch to good-looking graphics. A new music track is included too and fits perfectly ambience and pace of this map. |
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Hard Attack by Morbid Doomer: This is a small size level, that will take you around 10 minutes to finish it. It requires a limit-revoming port to play it properly. Gameplay is simple, based on the search of all 3 keys and action (shoot'em all!). Graphically it is quite poor: simple architecture with low detail level... but not bad. As for difficulty, it could seem easy at a first glance, but you can even die, if you are not careful, that's because of monsters are all around you and few traps can be deadly. A new background music track gives a mysterious feel, whereas the new red sky gives a hellish touch, though the main theme isn't hellish, but sort of tech base. |
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Dark Fate and Dark Fate 2 by Karthik Abhiram: Each of these .WADs consists just of one small level, that takes around 5-10 minutes to play. They both requires a limit-removing port, but they are designed for vanilla "Doom 2". The gameplay is the classical one: clear out the map, press the switches to solve some simple puzzles and take the keys to go forth and leave the area. You could have some problems in getting the Red Key in "Dark Fate": look for a switch in the Cacodemons' area, use it to open a wall in the small room, whose door is opened remotely: hit the revealed switch overthere and reach the windows that has opened upon the teleport, protected by bars. "Dark Fate 2" is more linear than the prequel. Graphically, both levels are quite simple with low level of detail, but the choice of textures and flats, as well as colour combination, make them good-looking; the theme in both map is hellish. As for difficulty, both .WADs provide the player with tough challenges with tricks and traps, mainly based on sudden apparitions of monsters, usually in tight areas, i.e. close combats, though there are few fights in open areas too: the battle against the Spider MasterMind in "Dark Fate" is quite easy, since you have got the BFG, whereas that with the CyberDemon in the sequel is much harder, because you have got just Rocket Launcher and Super Shotgun as most powerful weapons... as if this wasn't enough, there is not much room to maneouvre! After all, these levels are good for average Doomers to acquire experience by testing and improving their skills; seasoned players will like these maps, because they are challenging for them too, whereas they are not suggested to beginners. New .MIDIs enhance the creepy ambience. |
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Burning Fane by Vasek "Damned" Havranek: It's a small map for ZDoom, originally designed for the "Congestion 1024" contest. It lasts just few minutes and contains a low number of monsters, oscillating between 31 and 64, depending on the chosen skill level: there are just some Zombies, Imps, Shotgunners and a Mancubus. It's not as easy as you would expect, especially the finale, that is a little challenge. Gameplay is quite simple, with just few switches to press and no key. But the strongest point of this .WAD is graphics, with a nice and highly detailed architecture, good combination of textures and flats and eye-catching colour schemes. New .WADsters should look at this as a model, a starting point. It's a good pastime, if you haven't got enough time to play a bigger level. |
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4 Levels that got Lost by various authors: This is a collection of 4 levels (map05-08), originally designed for a community project, proposed by Paul Corfiatis, but then abandoned for scarce interest of the community in it. Level designer who contributed to this .WAD are the project leader of course, Dutch Devil, JacKThERiPPeR, Slayer and me. It was designed for vanilla "Doom 2", so it should be playable with every port. Gameplay is good, although levels are not linked each other: it's mostly based on switch and key hunt, but there are some simple "puzzles" too; each map is beatable from the beginning, but, if you are a novice, you'd better play them in sequence. As for difficulty, all four levels are pretty easy, maybe map07 could pose a serious challenge even to seasoned Doomers (especially if played from scratch!); monster placement, ammo and health balances are good in every level. Graphically, this 4 level set shows some nice things, some of which look really impressive for a .WAD designed for vanilla "Doom 2"! Interesting .WAD to play for sure. |
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Wasted by Rusty Slacker: This is the "first serious release" by the author (from the .txt file): it shows some good things, although some little bugs ruin it. Graphics is quite simple, but the author shows some nice ideas here and there; unfortunately it is ruined by a glitch in two traps, where you can see the monster, that should catch you (look at the 2nd screenshot). As for gameplay, it is classic: look for switches and keys and kill all monsters in your way. In fact, the .WAD doesn't implement any additional features, although you need a limit-removing port. About difficulty, the map isn't hard at all, apart the beginning, where a group of Imps attacks you near the border of an acid pool! The new music helps the player to get the right feeling, the right mood. It is a good start point for the author and a pleasant past-time for every kind of player. |
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Biovite by Marc Milian: This is a project still in development. Till now the author has published three levels, contained in this .WAD. It is a sort of Partial Convertion, with completely new graphics (textures, flats, sprites, etc.) and monsters (some replacing the old ones and some new ones, made in DECORATE). The main theme is tech-base, but there are also more realistic places and natural landscape. As for graphics, all levels are very good-looking, although architecture and detail aren't painstaking, but the combination of new textures, flats and sprites make everything look good. ACS Scripts and ZDoom effects (like deep water, 3D bridges, slopes, coloured lighting, etc) make every square or bare room look nice; moreover they are useful for gameplay, that is quite interesting and enlivened by simple puzzles! As for difficult, the .WAD itself isn't very hard, but new monsters, like Chaingunners with BFG or big insects make everything worse than normal, so that the levels become challenging. A must for every Doomer! |
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Torture by Chris Lutz: Another map for "Heretic" (E2M3). This is a harder and more troublesome level than "Reclamation": the placement of monsters and a tighter balance of ammo and health than that of "Reclamation" make this .WAD hard! Fortunately, power-ups can make the difference! Gameplay is the same as "Reclamation": switch-based puzzles and search of keys. As for graphics, "Reclamation" is probably better than "Torture", although there are some nice details and ligthing is more painstaking than the other level. Seasoned players will be more enthralled by this .WAD. |
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Reclamation by Chris Lutz: This is a .WAD for "Heretic" and replaces E2M1. Gameplay is quite simple and straightforward, based on switches and search of keys. As for difficulty, the level is not hard, but challenging and funny; what makes this level a little hard is the placement of monsters, whereas ammo is abundant and health is well-balanced. Various power-ups are scattered throughout the levels and some of them are hidden in secret areas. But the stronghold of this map is graphics: fine architecture with nice details; the combination of colours, textures and flats make the level great-looking. You must downlaod and play it, if you like "Heretic". |
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Simplicity, Simplicity 2, Simplicity 3 by Agent Spork: These three .WADs are very much like, especially as for gameplay and difficult. In fact, each .WAD is a showdown, although very short; the average player should finish each level in 5 minutes. Gameplay is is brightened up by cool ZDoom effects, whereas the difficulty of each level is based mostly on tricks with teleporting monsters and on the good arrangement of enemies. Ammo is enough and health is balanced to challenge the good player. The maps lack secrets and power-ups, but they are not necessary. As the names say, these .WADs show a simple architecture, although there are some nicely detailed area. See the screenshots in the relative section: the first three come from each level of "Simplicity", the next two from the sequel and the last three from "Simplicity 3". New graphics and new music give a nice touch to this good set of .WADs. Play them all, if you have half an hour of free time! |
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Chemical Engineering Department by Lorenzo "Toranaga" Davia: It is the first .WAD of an Italian Doomer, set in the Department of Chemical Engineering of the University, where the author studies. As it is the first level of the author, it presents plain graphics and architecture with few details, though there are some nice ideas (look at the screenshots in the relative section), and it is quite easy: there's abundance of health and power-ups (Soul Spheres, Mega Spheres and such), whereas ammo is balanced a little better than health. Gameplay is quite fair and it is based mainly on the search of the keys. The music replacement makes this level a little more intense. To sum up, it is a nice pastime! |
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Hellcore by various authors: This MegaWAD is a collection of 32 levels, which sum up the history of Doom level-editing design; in fact, there are levels from 1996 to 2004. Unfortunately some of them are incomplete: so you'll notice not-working switches and teleporters, missing monsters (in map32), some other gameplay-related problems, apart from some graphic glitches (i.e. texture misalignments and such). But half of the levels are good-looking or show a good potential (maps 01, 04, 08, 15, 16, 18, 19, 20, 21, 22, 23, 24, 28, 29, 32), so that they could have been improved and could have reached modern graphic standard with some more work. As for gameplay, all the levels are well-made and most of them are puzzling; some of them are even too puzzling and complex, so that you can get lost. Some levels (such as map 07, 12, 18, 28 and 31) are hard and very challenging, probably inspired by "Hell Revealed" maps. Map 30 is quite unbeatable. All music replacements are good and some of them really fit the levels, such as in map 24, for instance. All in all, it is a high-quality .WAD in every field: gameplay, graphics and difficulty. |
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Short & Quick 2 by Varun Abhiram: Another a small and fun level, by Varun. It has a good gameplay and a fine architecture (but not very detailed). The layout of the map is done in such a way that you can actually go ANYWHERE you want to and chose a route that you feel best. Some routes make the level more hard and some routes make it easier (passage taken from the relative readme). The music replacement is fun too! |
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Short & Quick by Varun Abhiram: This is a small, but challenging level, made by the brother of the author of "Out of Phase 3" and "Congestion Control". I liked it because of its setting, a sort of a little warehouse. Though the architecture is very simple, it looks nice for the choice of textures. I liked also the music replacement. |
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Out of Phase 3 by Karthik Abhiram: This is a short, but challenging level. Since it is very little, you'll soon have to fight against an Arch-Vile and some hordes of Cacodemons! Also the most experienced player will have some problems to complete the map. About graphics, it is quite detailed thouhg it was completed in ten hours! A nice level to play. |
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Vrack and Vrack 2 by Fredrik Johansson: These are the best .WAD I have ever played! They are two maps well constructed, very detailed, very big, very difficult, with a fine architecture, a good lightness, clever secrets. The levels are full of rooms, very big but also very detailed. It isn't easy to do a level so detailed. The level isn't beautiful only for its detail and architecture (that slow down a good computer!), but also for its difficult: you have to save continually, if you want to finish the level. The monsters are placed very well, with great care; the balance ammo/monsters is OK! and it isn't easy to find Medikits when you need them! The secret areas are well hidden, but clever and they contains powerups, armor or ammo that you need in dangerous areas; so the secret areas are situated near these kind of areas. In short, these are two great levels. |
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Torment by Shams Young: "Torment" is a .WAD containing six well constructed levels. The architecture of each level is very detailed and "great-looking", but is different level by level. Good the lightness. It isn't very hard and the secret areas are clever and hidden very well. It contains new music, a new sky, a new title, a new status bar (all made by the same author) and new sounds (taken from other .WADs). In my opinion the best level of this .WAD is the third, "Well of Tears", because of its great architecture and its lightness. |
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Relive the Nightmare by Shams Young: Another .WAD, containing nine levels, by the same author of the previous one. The style is quite the same of Torment and follow the style of the original Doom (that I have never played, unfortunately!). In fact, the story is the same of the first Doom (so the author wrote). There are new graphics, new sounds and new music, these made by the same author. |
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Crossing Acheron 2 by Dr Sleep (John W. Anderson): This is a nice level for its good architecture and its difficulty. It is quite funny to play especially for its hellish environment and architecture. It is well constructed and therefore involving. I suggest that you play it. |
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Shrine 2 by Daniel "Stormin" Norman: A very beautiful level, set in a sort of mausoleum and museum. Not very detailed, but it has very good architecture and fine lightness. Perfect the balance ammo/monsters, which makes the level pretty hard (don't waste your ammo!). It contains new fine textures (some of which are animated). Other words are superfluous. |
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Fire Storm by Mutt Man: A good level, designed mainly for Deathmatch and Cooperative mode, although it supports also Single Player mode. There are new sounds, "borrowed from [...] alien101.zip". The architecture is good, though nothing special. It is quite hard if you play it alone, in addition difficult settings aren't implemented. |
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Nefarious Chateau by Denver J. Curtis: This little level is set in a castle. You have to explore the whole castle to reach the exit, locked with the three coloured keys. It isn't hard; in fact, though you have to fight against big monsters very soon, you can find easily some powerups. The architecture and graphic are quite poor. However it is a good level to enjoy yourself. |
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One Mean Castle by Kurt Kesler: Another level set in a castle, but this time much bigger and much harder. Good the balances ammo/monsters and health/monsters. This is a very nice level, especially for its architecture. It contains new textures (a new sky, some metal and wood textures). I suggest that you play it: it is very challenging! |
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The Lost Mines by Mark Anthony Klem: This is a good level for its structure, its architecture, its lightness and its challenging difficult. The new music (written by the same author) is good too and it keeps you in suspense. I couldn't find any faults. |