redacted_cat wrote: Wed Jul 16, 2025 12:16 pm
Can't help but also bring
Going Down, a more vanilla experience with some legit cool idea in it where all levels are in some office building and more you go down and more things get surreal and trippy.
It's also made by Cyriak (yes, the surreal animator), the music in it gives a bit the feel of their videos too.
I go through brief phases once or twice a year where I get into Doom again (and am currently extremely in one). Usually this boils down to looking at recent Cacoward winners and mentions and peeking at whatever looks cool. I usually want a more classic experience than total conversions but Doom's definitely got something for everybody!
I tried Going Down some years back and it's incredibly well made but boy is is brutal! Luckily last year Cyriak revisited it and made an easier, streamlined version designed to be something you can beat in an afternoon (that's still a little generous, maybe a full day imo).
Going Down Turbo is much more approachable and I had a ton of fun going through it last month. There's some really creative use of vanilla textures and making neat special effects like using detonators to blow up cavern walls.
I've written about a few of the WADs I've played on my blog, and highly recommend binding a side mouse button that otherwise goes unused into a screenshot key. I get to take a ton of screenshots during play now and just have all these nice shots of cool architecture or memorable fights. Been meaning to do one for Going Down Turbo.
https://pokyfriends.com/blog/tag/doom/
Some others I'd recommend include:
Deep Breath
Descend to the bottom of the ocean where oops an experiment went wrong and demons killed everyone! Lots of tight enclosed spaces and a good rusty vibe. The underwater motif isn't just looking out windows though, the radiation suit is replaced with scuba gear and there are moments where you have to traverse the ocean depths and make it back inside before running out of air! It's just a simple reskin and blue tint when you're outside, no physics changes or anything, but the effect feels appropriately like it would be something to gawk at in the early-90s.
Machete

Macehete is a Scythe-inspired megawad that hit a real nice sweet spot in difficulty for me. The maps felt like something I had to really work my way through, and it can get slaughter-y at times for sure. It's probably my favorite WAD with no real duds in it. I'm only just now realizing it was a NanoWADmo entry so it was made in a month?!
Throughout the levels there are some obvious sections that are blocked off and meant to open "later", which culminates at the end of the game where you go back through sections of the old maps with these spaces now opening up and having to do even more intense fights in familiar locations, a few of which you'll already associate with being the tough parts of the maps.

It also has what's by far my favorite map31 concept, just making you play through a Deathmatch map populated by a bunch of those marines with plasma rifle enemies. Getting to map32 requires getting all the keys within a time limit so you have no time to play cautiously and have to go in guns blazing. It's like you're fighting bots on an empty multiplayer server.
Zone 400

Lastly wanna plug Zone 400, a megawad with a self-imposed limitation of only using 400 lines per map. Despite this, it's still able to do so much with so little, making great use of hidden closets with teleport lines to spread monsters out quickly.
I am now officially tired of writing about Doom, but looking my screenshots folder I also really enjoyed "Dustdevil", a massive hub map with teleporters to a few smaller regions that relies on non-linear design so you can approach most fights from several angles. The "Glaive" trilogy is another Scythe-inspired set of maps that I found helpful as an aspiring mapper as you can really see how the author improves at mapping. (The third one was a runner up for a Cacoward, but playing through the first I thought the layouts felt like something I could conceivably make myself and how compelling a WAD can be even if it's not the prettiest.)
Oh wait, gotta make sure to promote RAMP!
RAMP (Rabbit's All-Comers Mapping Project) is a community project designed to get people who have never made a Doom map before to try it! DavidN started the project a few years ago now and it immediately became the largest community mapping project in Doom's history. Folks are encouraged to learn mapping skills, and with a convenient hub to access them all from, it's easier for your map to get some attention. Plenty of streamers will tackle RAMP as well as David himself. I participated for the first time this year after making my first map this past October!

Check out map #117 - Stagnant Waterworks! I'm really happy with how it came out though I still have lots to learn