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Doom II levels

Most of these levels were made in 2003, but you might still find them interesting. Most of them were touched up in 2020 so they're at least slightly less terrible, and custom music was added from doommidis.com.

These levels are compatible with the original DOS Doom 2. They will also run fine in any source port, but were not designed for ports that allow jumping and looking up or down.

How to play a level:
Add the levels to your Doom 2 directory and start the game with the -file parameter. An easy way to do this in Windows is to create a shortcut to the game, and add this after the filename: -file levelname.wad
Example: "c:\doom2\doom2.exe -file evilcore.wad"

Alternatively, most source ports allow you to simply drag and drop the level onto the game executable.






Evilcore (Version 2)

Music: Demonic Teleporter by Urrova

Made in 2018, this was my first level in 15 years. It's a single arena that evolves as you press switches and fight increasingly challenging waves of demons. Health and ammo is plentiful, but not too much so. Trying to beat this as fast as possible comes down to a balance between cleaning up the current mess of enemies and letting the next waves in. It's pretty beginner-friendly on the easier settings, but was designed for UV. If you don't know what to do next, look for switches or brightly lit areas.

At a certain point during the level, some of the floor was supposed to lower and turn into acid, but this caused an error in the original Doom 2 executable (eventhough ZDoom handled it fine) so it had to be dummied out. Maybe it was for the best!





Citywars (Version 5)

Music: When Hell Freezes Over by Santtu "MF38" Pesonen

You are a single elite soldier, the only survivor after a failed attack on a city occupied by demons. You have noticed that the monsters have split into three "gangs": the Grunts, the Hell Knights, and the Mancubus. Each gang controls one part of the city, and they each have a distinct headquarters. Your only hope of completing your mission is to eliminate each gang in turn and proceed to the next with a keycard found deep within the headquarters. After all three gangs are eradicated, you must find and assassinate the mastermind of the city.

You'll notice a map on the wall when you start the level - bring up your automap and you'll see the outline of the city matching the map on the wall. It also shows what order to fight the gangs in.

The grunts
This small-time gang has a large turf, but the members are all pretty weak. The Grunts consists of regular Zombiemen, Shotgun guys, Chaingunners, and Imps. Due to the Grunts always trying to stay up-to-date with other gangs' technology, their leader is a prototype mechanical arachnid.

The Hell Knights
This gang consists of pinky Demons and Hell Knights. Luckily they are quite few, but their headquarters is more heavily guarded than the Grunts. Also, remember to shoot all switches you can't hit normally - some may require a specific weapon. Watch out for stray Demons sneaking up on you as you battle the other gangs.

The Mancubus
The most heavy-duty gang in town, consisting of Revenants and Mancubus. Their watchtower overlooks the nearby streets, blasting anyone bold enough to get close. This gang will definitely take notice when you start tearing through the city, so watch your back. Their leader is said to be an unstoppable cyborg.

The Mastermind
Many nasty rumors go about this guy; located somewhere deep within the heart of the city, he can easily deal with any intruder. A switch in his lair will seal Hell's gateway into the city.





Assault (Version 6)

Music: Hell Ascends by Santtu "MF38" Pesonen

Inspired by Team17's oldie, Tower Assault, this level has you storming a heavily guarded tower. It's quite small and simple in geometry, but ammo is pretty tight on the higher difficulties.





Carnage (Version 5)

Music: Zone 300 Map23 by Paul Corfiatis

A simple yet maze-like level inspired by the age-old Tower Assault by Team 17. The level is divided into sectors, or corridors. Each sector has some optional rooms, a control room, and a door to the next sector. Here's a rundown:

White doors - lead to optional rooms, holding enemies, ammo and health refills. You will need to visit these if you want to survive, but they're all optional.

Green doors - lead to the Sectors' control rooms, where you'll find either a useful weapon, piece of equipment, or a keycard.

Red doors - lead to other sectors. Some require keycards to open, so visit the control rooms in each sector to find the cards.

Consider using saves the first times you play, as the level is a bit long and has some surprises in store - especially on UV difficulty.





CyberPac (Version 2)

Music: Riff by Doomkid

Pac-man in Doom! Run down the corridors collecting 30 Megaspheres. Once you have them all, the outermost walls will open to reveal the exit. The higher the difficulty, the more Cyberdemons go after you! To help you out there's a secret switch that opens an additional passage in each corner of the maze.





Icon (Version 4)

Music: Zone 300 Title by Paul Corfiatis

My own version of the game's final level. It's simple in design, but finding the switches to flick requires you to go back and forth between two areas divided by a chasm. About halfway through you'll raise some slow platforms, so if you don't see anything happening, just wait. On the two highest difficulty levels, the Icon will spawn twice as many enemies, so you'd better be quick about it!

Technical trivia: the reason there's a barrel at the very beginning is so you must fire and "wake up" the spawncube targets in the main room, which is connected through sectors so the sound can propagate there. Otherwise the enemies would not wake up unless you fire or they see you, causing them to get stuck inside each other since an enemy cannot telefrag one that has not yet woken up.