Doom 2 Levels
Doom 2 Levels
These are my custom maps for Doom 2. I generally design them for any ZDoom compatible port like ZDoom/GZDoom/LZDoom/UZDoom.
Fastrak
Fastrak is a series of currently thirteen vanilla speedmaps. This is an ongoing project, more maps may be added in the future.
- Maps use stock Doom 2 textures and assets only
- Maps are intended for pistol start
- Vanilla compatible (tested in Vanilla and Chocolate Doom), but a limit removing port is recommended.
Trivia:
Here's some trivia about some of the maps (contains spoilers!).
Click to hide trivia
MAP01 - "Coin-operated Kid"
this was actually the second map i made for this project, but it made for a better opener, lol.
MAP02 - "Mixed Reactions"
this was the first map i made for fastrak and i tested my speedmapping concept with this. i wanted to take a break from the more detailed and time consuming maps for Black Sun. for a lot of the early maps in fastrak, i worked by setting a 30-minute timer and then extending it in 30 minute steps as long as i was motivated to keep going or until the map was finished. i dropped this strict procedure later though and started working without a ticking clock in the background. oh, and i never set a fixed maximum time i would work on each map and thus the maps took anywhere from 4 to 17 hours to finish, not always in one go though.
MAP04 - "Cute but Guilty"
the central "ring" area is split into two halves not only in terms of gameplay (the north side being accessible later on), but also texturing: the south side has a cool texture scheme, the north side a warm one. this even extends into the central room containing the red key.
MAP06 - "Pathgrinder"
some areas were made while learning to use the smart grid tool in ultimate doom builder.
MAP07 - "Your Simply Ded"
this is the first time i made a "dead simple" type of map. it is also a stylistic return to the city setting from MAP01.
MAP08 - "C U in Hell"
the map title is meant quite literally, as it's a hell map that contains a "c u" texture (made from shawn1), lol.
MAP10 - "Half-Assed Dynamics"
the wooden "frames" with sp_face2 inside originate in a little secret room in MAP09.
MAP11 - "Church of Good Health"
the vaulted room in the upper left reminded me of a church, so i decided to expand on that theme by adding an altar and a cross. since i neither wanted to do a regular christian cross nor an inverted one, i ended up doing a medic cross and placed medikits on the altar. this in turn created the name of the map and made for a fun joke. i also like how the bench near the altar doubles as a stair.
MAP12 - "Feels Like Home Somehow"
the "stepped" corridor near the start was inspired by an interesting facade detail i saw in berlin.
MAP13 - "The Aztech Empire"
this map started with that panel/compblue texture combination in the starting area. as i expanded on the area, i noticed that the level's shape began to look like a person, so i went with that, lol. originally, the level ended where you now jump down to the outdoor area. of course, that would be a really tiny and boring level, so i got the idea of a large outdoor area with the shape of the "person" being a building. and then i crossed that idea with a pyramid and sphynx and made that huge head with the eyes. it somehow reminded me of shadow of the colossus too. on the automap, the steps of the pyramid make it look like the person has an aura of sorts, lol. i was a bit hesitant about the exit situation because i didn't want to make it look like you would crawl into the rear of the sphynx, lol. first idea was an entrance indeed, but i turned it into the open exit gate that it is now. the pyramid shape and especially the long staircase to the exit also made me think of aztec architecture, which is where i got the idea for the map name from, a pun based on the pyramid exterior combined with the tech-y interior. and the aztec idea returned in the red cave with a smaller and more aztec looking "pyramid".
i was thinking of using a cyberdemon in the outdoor area, but thought it was lame to just place him into the open, because it would be too similar to e2m8, especially with all the marbfaces. then i had the idea of having him on a ledge opposite the exit, so he fires at you while you try to reach the exit. and then the outdoor area is so expansive that i thought it would have enough space for a spider, and then one turned into two, lol. i also like how the archvile descends down the exit staircase like that xerxes dude from 300, lol.
Click to hide trivia
Additional links:
Doomworld forum thread




Black Sun
Right after the release of Yomi 2, I started working on new Doom 2 maps. So far, this set consists of five maps, with the option to add more later.
Read some trivia and tidbits about the maps and their creation here on my blog.
Additional links:
Doomworld forum thread





Hatomo Battles The Yomi Demons Yet Again
A 17 level episode in collaboration with Pablo
Dictter. As the title implies, this is a sequel to our first Yomi project (see below). Enjoy 17 new maps (15 regular maps + 2 secret levels) with music composed by Damian Lee (Lexus Alyus) and Pablo Dictter.
The project has been designed for any ZDoom compatible port (Zdoom 2.8.1 or higher). It's actually a mix of Boom and ZDoom (Hexen format) maps.
Additional links:
Doomworld forum thread














Hatomo Battles The Yomi Demons
“Yomi” is a Doom 2 project that Pablo
Dictter and I have been working on now and then between 2004 and 2007.
This set of maps started as an attempt to create levels in the style of
the original Doom 2. Our goal was to have a few maps and release them
as a short episode. We eventually ended up with no less than 10 maps.
As a bit of trivia, “Yomi” is the term for the realm of the dead
in Japanese Shinto mythology and is one of three mythological locations, one being in the sky, one on
earth, and the underworld, which is also referred to as “Yomi no
Kuni” (Land of Yomi). According to the legends, the entrance to Yomi
is found in the Izumo province, which is also the first maps' title.




Steel Conquerors
This was my first Doom 2 map. This is a small map in the style of Doom 2's map 03, that is, metal tech style.
At first I thought that Doom 2 would have a waterfall texture, but later I realized that it doesn't. But at that time I had already built the river and waterfall, so I needed to insert a waterfall texture into the wad. I got it from Pablo Dictter, who himself got it from Memento Mori, I think.
