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https://t.co/BPKDVMGXtS
END POINT / Doom II / 2016 / by Alexander S. aka "Eternal"
Eternal released this humble mapset, stylized after the mid-90s era. Its encounter design lulls you into a false sense of feelgood security between precise and challenging monster placement.
https://t.co/2P40K60S99
DICKIE07 / Doom II / 1998 / by Richard Wiles aka "Dickie"
In the DICKIE series you destroy the IOS at the start and then start mopping up the rest of the planet. This location is a sharp-looking E4 style Doom II level with blood, marble, and orange sky.
https://t.co/CNcnS4hbx8
Monster Hunter Ltd (Part II) / Doom II / 2014 / by "Didy"
MOHU1 is an outstanding adventure PWAD that takes you through the decayed ruins of Earth in the search for an art piece. MOHU2 continues at your trashed pad with a new invasion underway.
https://t.co/0LXAAHhAUo
Assault on Tei Tenga / Doom II / 1999 / by Sam Ketner
A hub! Scripting! Dialogue! As I think back to this minisode I wonder if it was meant to be as funny as I find it today. It's still a landmark mapset for the integration of ZDoom's new features.
https://t.co/gh3JWrabTc
Run Buddy / Doom II / 1998 / by Michael Krause
Big monsters, big fights. Krause pointed the way toward the sort of epic macrotecture that we would start to see in slaughter levels but the encounters are understated if still devious in their placement.
https://t.co/BU3qPTPsmj
KBOOM_2 / Doom II / 1998 / by Kurt Kesler
This is a Boomification of one of Kesler's previous releases, KMETL_13. It's a big, boxy factory with wide, open spaces. Additions include a goodie-toting conveyor belt as well as a cryptic crusher apparatus.
https://t.co/VSGtNgXxEh
Going Down / Doom II / 2014 / by Cyriak Harris aka "mouldy"
A feat of sector engineering and voodoo doll scripting. GD starts out DoomCute and gradually eases you into tougher combat and increasingly complex visuals and architecture as you descend.
https://t.co/p7MP4Ux18Y
Nuclear Halls / Doom II / 2015 / by Adam Windsor
This level from a Doom veteran is a dingy fusion of E1M2's "Nuclear Plant" and MAP02's "Underhalls", extrapolated with modern architecture and a difficulty befitting its considerably larger confines.
https://t.co/My6L8Mb7ZX
ASDoom / Doom / 1994 / by Andy Sheppard
An E1 replacement for the original Doom that features spacious architecture, broad strokes, and a recursive secret level that sends you back to play through E1M4 a second time.
https://t.co/AmAuvvUmXE
Big Woodchip / Doom II / 2014 / by James Cresswell aka "Phobus"
A larger, standalone level in a series whose genesis lay in speedmaps. Most of the action takes place on wooden walkways that span red-rock damage floors.