Master Levels for Doom II

Master Levels for Doom II

released on Dec 26, 1995

Master Levels for Doom II

released on Dec 26, 1995

A standalone expansion of Doom II: Hell on Earth

Introducing the Master Levels for Doom II. Twenty never-before-seen levels all with the same acid drenched, hell spawned horror of the originals. Each was created by independent designers and supervised by the demented minds of id Software. You might as well forget about seeing the light of day ever again.


Also in series

Doom 3: Resurrection of Evil
Doom 3: Resurrection of Evil
Doom 3
Doom 3
Doom 64
Doom 64
Doom II: Hell on Earth
Doom II: Hell on Earth
Doom
Doom

Released on

Genres


More Info on IGDB


Reviews View More

Yeah no, this ain't it chief.
This has some of the worst classic Doom levels I've ever played, and when it isn't that it's kinda just really lame, would not recommend.

Ehhhhhhh
Yeah don't play this without the midi pack

This may strike some viewers as harsh but I think the creator of Mephisto's Maosoleum should die

ATTACK - Short and fun, leaves you wanting more 4/5
BLACKTWR - The problem with this one is it's to exact on the amo layout leaving you always almost in a realy bad position, normaly that can be engagining but it doesn't work you up to it 2.5/5
BLOODSEA - It's okay, I missed the punching upgrade at first would have been more fun to have it sooner 3.5/5
CANYON - Prety Meh, I don't get the point in putting the secrets behind doors that require backtracking the whole level feels lazy. 2.5/5
CATWALK - Realy strange level. A lot going on in a very small space. Clever but not necessarily satisfying expecialy when getting all the items after you find the end. 2.5
The Combine - Short and sweet but ruined by the fact it doesn't communicate to shoot the last switch. 3.5/5
Combine - It's decent but the pacing falls apart half way through. 3.5/5
The Garrison - It's fine. 3/5
Geryon - I don't know mutch about Dr. Sleep levels but this one is actually fun. Good range of weapon use and good level size 4/5
Titan Manor - Overwhelming in the start then just confusing and sutch once you get your bearings. I get it is supposed to be puzzles but it is super not obvious what to do. 0.5/5
Mephisto's Maosoleum - I thought this would be good. I think the layout is good but the balance is broken, to many boss sized enemies and not enough amo. 3.5/5
Minos' Judgement - I liked this one too. Good size was able to just check out a new area if it was to difficult but never felt like I was wasting time 4/5
Nessus - Was good, kind of short though. 4/5
Paradox - this one was pretty good. 4/5
Subspace - I like this one very much. Bigest isue was lack of clerity that you had to hit some doors to progress. I figured it out quickly but I don't see how you should know to do that. Solving this level was not satisfying. 1/5
SUBTERA - Solid level short simple but fun and enjoyable 4/5

Lots of headaches and bullshittery on the final levels, especially Mephisto's Mausoleum which has been the most painful out of all of them (used god mode). DOGWATER.

Quite possibly the worst classic fps campaign I’ve ever had to play in my life. While I don’t consider myself an expert on how Doom levels should be laid out, it’s very clear from playing the master levels that it’s the exact way on how to not design Doom maps. Clunky, obtuse, annoying, and grating with nothing new to offer; the master levels is the worst fps game I’ve ever played. How this was allowed to release blows my mind.

Worth playing once just to see how weird the levels are if you're a true Doom Sicko but otherwise very difficult to recommend. The levels just aren't that good! Get the "Master Levels for Doom II - 25th Anniversary MIDI Pack" to go with this to add a little flavor.