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Justin Lloyd's Ultimate Doom 2 Project

Wad last updated on: January 2, 2008 (11:30am). If you downloaded it before this date, be sure to download it again as there's things I overlooked that people pointed out that didn't work, bugs that needed to be fixed, textures that were missing, etc... Also, keep in mind, as of Jan. 2nd, there is only one wad file. See the downloads page for more info.

The Story of Ultimate Doom 2
Screen Shots.

My personal favorite DOOM engine! Also, all these wads were designed and tested using ZDoom. The ZDoom website.

Hello everyone! Here's the finished product of a project that I've been working on for a little while. (Actually, I've been working on it for a long while.) I started making DOOM 2 levels in 1995. Since then, I've been working on a level here and a level there to complete my very own 32 level episode for DOOM 2.

A quick note for the more advanced Doom players and a reassurance for those that aren't. This 32 level episode is NOT a master players only episode. It isn't chocked full of so many monsters that only the best can best it. You're not going to be finding BFGs, Rocket Launchers, and Barons in the first few levels. I put a lot of time and thought into actually making a new episode for Doom 2 and a new chapter of the story. (A Doom 2.5 if you will.) I also tried to make it look and feel like the original Doom and Doom 2 so that it would feel as if it were part of the series. It progressively gets more difficult and delves deeper into the story (as little as story as Doom has) as it goes on.

I would have been done years ago except that being that I was 15 when I started and am now 27, every time I came back to work on another level, my previous ones seemed unpracticed, bland, childish, and inferior. That said, that's why it took me 12 years to finish one 32 level episode. That and I only made a level or two about every year and then got bored. It wasn't until last year (when I only had 14 levels finished), that I realized that I needed to finish them or it would get to be the point when no one cared anymore. So in the last 6 months, I busted out the last 18 levels and polished up my first 14.

Either way, here they are. I hope you like them.

Level 1, 12, 17, 23, and 30 are some of the very first levels that I made. They looked nothing like they do now being that I didn't care about textures or lighting and all three levels had the exact same wall texture and lighting. Level 1 is the VERY first level that I even attempted. Not much has changed except that it's been spiced up a bit to be a "normal" DOOM level.

I've also made a bex file to go with the episode. I would definitely recommend using it. It contains my own level names, story line, par times, and some other minor changes. There are two versions of my episode available for download. One has the bex already imbedded and the other doesn't. For those that don't know, a bex file alters information about DOOM that ID Software didn't originally feel needed to be altered. Only newer DOOM engines can support bex files. If you download ZDoom or already have it, I would simply download the version that has the bex file imbedded, as it is how I have invisioned these levels.

Some other notes about the episode that you should know before you play. These episodes contain some custom made textures and graphics. Originally, I used DOOM 95 to test all my levels until I found ZDoom. Personally, DOOM 95 sucks, so I don't use it anymore. But last time I used it, my levels didn't work very well on it. I definitely recommend something newer than DOOM 95.

ALSO, even though I used ZDoom to test my levels, I did not design them with jumping in mind.

Jumping is considered CHEATING on these levels.

Lastly, I've worked a long time on these. Please email me with your thoughts and opinions (or any glitches or screw ups that you find). I would LOVE feedback and opinions.

Have fun!!!