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https://t.co/09pdrJcLZ7
Eden / Doom / Vanilla (Doom v1.2 -complevel 0) / 1994 / E2M1 / by Mal Blackwell
Mal went on to do a lot of level design during the FPS boom including work on Doom 3. His debut map is indoors, styled after E1, and its required keys are hidden in secrets.
https://t.co/0QB4zM08G1
ZDoom Community Map Project Take 2 / Doom II / ZDoom / 2013 / ZDCMP2 / by various authors
A massive tour-de-force of the (G)ZDoom engine featuring new weapons, monsters, and the collective level design talents of ~20 authors as well as other supporters.
https://t.co/OWbME5g11l
Herian / Doom II / ZDoom / 1999 / MAP01-MAP32 / by Ian Wilson
A clumsy collection of medieval-themed levels that try to draw from Heretic and Hexen. Some progression points are hopelessly obscure and involve crossing linedefs on your way to dead ends.
https://t.co/8Yci6qoIo2
KHILLS / Doom II / Limit-Removing / 1998 / MAP01 / by Kurt Kesler
KHILLS only has two levels in the series but both of them are only limit-removing (as opposed to KBOOM or KZDOOM). This is a techbase built into the rugged wilderness, a staple of Kurt's.
https://t.co/cRcavkXyLM
Base Ganymede / Doom / Vanilla / 2012 / E1M1-E1M9, E2M1-E2M9, E3M1-E3M9 / by Adam Woodmansey aka "Khorus"
This Doom megaWAD has consistently clean architecture and tougher encounters that feature more monsters. Beware; it's not just OG Doom on steroids.
https://t.co/84JwfNYQ8T
Jenesis / Doom II / Boom-Compatible / 2011 / MAP01-MAP32 / by @JamesPaddock
A classically-influenced megaWAD that builds up to a difficult jaunt through Hell. Some maps e.g. "Alchemy" are long and beautiful. I particularly enjoyed the variety of skies.
https://t.co/ZrEmKh2ssj
CHORD3 / Doom II / Limit-removing / 2000 / MAP27 / by Malcolm Sailor
This mansion gives way to red rock Hell. The ammo is overbalanced; you must create your own margin vs. strong monsters. The detail and architecture are at the apex of Sailor's career.
https://t.co/8eWlY7IfCy
Surrounded! / Doom / Vanilla / 1994 / E2M8 / by Jim Flynn (R.I.P.)
A simple proof of concept where you can unload plasma gun shots on a Cyberdemon from the cardinal directions using teleporters to quickly move around.
https://t.co/zvgT2mk3T5
Zeus / Doom / Vanilla / 1994 / E2M5 / by Steve Renton
A short level with try-to-be-funny-but-actually-annoying sound replacements. Its most defining feature consists of textures made from scans of H.R. Giger's art. Some of them work better than others.
https://t.co/MUF6yFaMcJ
MAYhem 2012 / Doom II / Boom-compatible / 2012 / MAP01-MAP12 / by various authors
The goal: to make a megaWAD in a month. This didn't quite make it but you do get an episode with four potential themes using an underwhelming Doom texture recolor pack.