Dr Sleep's DOOM Apothecary
  Latest News
  Editing Clinic
  Tutorials
  jDoom
  AddOn Levels
  Downloads
  About
 Articles and Guides
  Doom Builder Guide
  WinDEU for Beginners Guide
  Managing Textures
  REJECT Tricks and Tips
  jDOOM and Hi-Res Textures
 Related Sites
  Doomsday HQ
  Doom Wad Station
  DoomWorld: Top 100 PWADs
  The Megawad Project Page
  Doom Legacy WADs
  HP Lovecraft: Pictorial Bibliography


Doomsday HQ Link

Doomsday HQ Link

Event Horizon Books

Check out our host: NewDoom.com
Hosted by NewDoom

Copyright @ 2004 by
John W. Anderson
johnwanderson@verizon.net

DOOM and DOOM II
 are trademarks of id Software, Inc.
 

Dr Sleep's DOOM Apothecary
Home  |  Editing Clinic  |  Tutorials  |  jDoom  |  Levels  Downloads About  Email
AddOn Levels: My Favorites Old and New

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.

New Levels Added:
DEATHMATCH: Templecore by Doom_Dude  01-29-04
  DOOM/ULTIMATE DOOM   |   DOOM II   |   DEATHMATCH   |  ZDOOM/LEGACY
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.

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.

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.

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.

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.

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.

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.