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Dr Sleep's DOOM Apothecary
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AddOn Levels:
My Favorites Old and New |
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Here are some of
what I consider to be the best levels ever
made. Some of them are quite old and don't
contain any special graphics or amazing effects
that are now standard thanks to the spectacular
achievements of DOOM ports like
BOOM and
zDOOM. Some are
new, with special graphics and polyobjects. But they
are all carefully crafted with attention to
detail, atmosphere, and game play. I look for
consistent color themes, imaginative and
thoughtful use of textures, as well as
interesting architecture and technical
competence (no HOM, unclosed sectors, etc.).
They also have to be fun. True, the more recent
levels may yet have to stand the test of time
in order to determine their stature; so if
their authors aren't yet in the DOOM Hall of
Fame, my prediction is they soon will be.
I'm not
claiming that my own levels deserve the same
high praise, but this is my
page, so I offer them here and you can judge for yourself.
Some maps have been moved to the
DeathMatch area. As
I add more levels, I'll separate maps into
their respective DOOM, DOOM II, and ZDOOM
pages. If you think your level
belongs here,
email it to me
or FTP to drsleep.fw.nu|anonymous|anonymous|.
Click screenshots for larger images.
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New Levels Added:
DEATHMATCH:
Templecore
by Doom_Dude
01-29-04 |
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DOOM/ULTIMATE DOOM |
DOOM II
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DEATHMATCH |
ZDOOM/LEGACY |
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Dante's Gate by Dr Sleep, 1994.
DOOM: E1M1
DANTE666.TXT
DANTE666.ZIP
DOOM II: MAP02
DANTE24.TXT
DANTE24.ZIP
This is Canto One, the first level in my Inferno
series and the very first level I created.
Originally released May 16, 1994, I converted it
to DOOM II just a few days after its release. When
PC Gamer magazine first started including CD-ROMs with
their magazine, Dante's Gate and
Crossing Acheron
appeared on the premier issue in December of 1994.
They were also both included with
Tricks of the DOOM
Gurus in 1995, and
3D Game
Alchemy by in 1996 (SAMS Publishing). |
Crossing Acheron
by Dr Sleep, 1994.
DOOM: E1M3
ACHERON6.TXT
ACHERON6.ZIP
DOOM II: MAP03
ACHRON22.TXT
ACHRON22.ZIP
Second Canto in the Inferno series, first
released on June 10, 1994, recently named as one of
the
Top 100 PWADs, Top 10 Best
of 1994 by DoomWorld.
The level is a little dated, but I still
like the courtyard teleporters and the church altar.
I later found out that this level caught American
McGee's eye at id Software and led to my getting the
call to work on The Ultimate
DOOM and The Master
Levels for DOOM II. |
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DM2GM Series
by Eric Reuter, 1994.
DOOM II: MAP01
DM2GM1.TXT
DM2GM1.ZIP
DOOM II: MAP01
DM2GM2.TXT
DM2GM2.ZIP
DOOM II: MAP01
DM2GM3.TXT
DM2GM3A.ZIP
Few of you know this, but Eric is
one of the premier level designers working today -
the Boo Radley of 3D first person shooters. He
has a first-rate sense of proportion, mixing
claustrophobic corridors and large outside areas
with ease. His levels are highly detailed, with a
baroque use of textures and unusual architecture.
His use of lighting is dramatic, and he uses lifts,
stairs, and secret areas to create a unique illusion
of 3D. Game play is nearly perfectly paced with a
balanced distribution of gear, enemies, and health.
Eric has worked professionally on such projects as
UNREAL,
Shadow Warrior, Half-Life: Blue Shift, and
Star Trek: Deep Space Nine - The Fallen. |
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Neith
by Owen
"Sarge Baldy" Lloyd, 2004.
DOOM: E1M1
NEITH.TXT
NEITH.ZIP
This is the finest
DOOM level I've seen
in quite some time. New textures compliment
original use of old textures in a level that is
(craft-wise) near perfect. The level has a
non-linear feel to it, though the player is
cunningly manipulated along a certain path.
Excellent detail work is done with lighting
structures, switches, and panels, and there are
fine flowing curves that keep this level organic
instead of the old box after box. Game play is
quite tough, even on Skill 3. (You're going to
have to punch your way through to earn that first
shotgun.) Disorienting use of secret
goon-traps keeps you on your toes in a level I can
see having excellent replay qualities. A stellar
effort. |
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Cabal Series
by Sverre Andre Kvernmo,1995.
DOOM II: MAP01-MAP07.
CABAL1-7.TXT
CABAL1-7.ZIP
Sverre is an
old-school DOOMmeister and the Cabal levels
represent his best independent work. These seven
maps are companion pieces to the four levels he
produced for id Software's The Master Levels for DOOM II. These are
huge and intricate levels. There's something for
those who like fast-paced, hit and run areas, as
well as more thoughtful interludes meant to give
the player time to breath and devise a strategy.
With Derelict Station
(shown here), Sverre ingeniously mixes SHAWN,
COMP, MODWALL, and SILVER textures to
beautiful, stunning effect. I hadn't played this
level for 9 years, and it brought back a rush of
vivid DOOM dreams (along with slack-jawed, dumb-effing-founded admiration).
All are representative of a level designer at the
peak of his powers. Sverre has worked on Redneck Rampage and
Daikatana. |
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Laitos
by Espi, 2002.
DOOM/ZDOOM: E1M1
LAITOS.TXT
LAITOS.ZIP
Laitos is a huge
fun-fest of exploration and mass mayhem. It's
design evokes the early id levels and is a
textbook example of meticulous texture
distribution. The outside areas are a marvel of
ledges, windows, and walkways. The 3D feel really
comes alive here. The map is non-linear and has a
wonderful, logical flow to it. This was a level I
really didn't want to see end, though it's big
enough.
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Containment Area v1.1
by J.C. Bengtson, 2000.
ZDOOM/BOOM COMPATIBLE: MAP12.
CONTAIN.TXT
CONTAIN.ZIP
Wonderful homage to
DOOM's original E2M2. Boxes and Imps galore in
this witty level which evokes the original without
being derivative. Rather, the author seems to have
absorbed all of Episode 2 and made it his own. I
frankly didn't think it was possible to make
CEMENT3 look good in a level, but JC manages. This
level was rightly named as one of the
Top 100 PWADs, Top 10 Best of 2000 by
DoomWorld. |
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Bloodworks and
The Hub by
Bob Larkin, 2003.
ZDOOM/BOOM COMPATIBLE: MAP03.
BLUDWRKS.TXT
BLUDWRKS.ZIP
DOOM II/JDOOM: MAP03.
THEHUB.TXT
THEHUB.ZIP
Bloodworks is just a
feast for the eyes. Bob's used all apparent
graphic resources to create showers of blood
which, mixed with atmospheric lighting and things
constantly creeping up on you, lend a truly creepy
feel to this level. On top of that, one walks on
transparent grate catwalks, which always left me
with the feeling that I was going to fall at any
minute. This one's a lot of fun.
The Hub shows off
more of Bob's talents with textures and sprites.
Some really unique and unusual use of objects and
flats to suggest fire coming from the ground
impressed me. The cell area is particularly nice
with cool shadows and clever use of teleporting
monsters. Bob runs the
DOOM WAD Station in the UK. Check it out for
more of his levels. |
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