This part covers maps 21-30, plus the bonus Map 33.
Part 2 is HERE:
https://froginaboxstudio.blogspot.com/2026/10/games-from-frogs-box-305-realm-of-chaos.html
MAP 21: THE PRISON (Rob Berkowitz)
Forced into critically low health from the death exit in map 20, this map starts on an exciting note. In a cage above an ocean of blood, with a cyberdemon standing guard. Your only recourse is to find the secret switch and blast your way out, lest you get cut down at your lowest point.
If you're playing continuously, you'll keep your weapons at least, but that won't help you very much. Cyberdemons are set up everywhere, ready to splatter you at the slightest misstep, and heavy demons are lurking around every corner. And there's one mean archvile you'll just have to run past until you get a decent place to hide.
The map itself is claustrophobic to a fault. Everything is cramped, and there's scarce cover from cyber-rockets. Direct engagement is necessary here, but incredibly dangerous.
The central panopticon serves as the map's first big challenge. As soon as you press the switch, enemies start warping in all around. Chaingunners and hellknights in the first round, pain elementals and arachnos in the second. Falling is death, so carefully dismantle enough foes to get yourself some space to dodge the heavies' attacks, and DO NOT SLIP.
Thankfully, the caged Cyber will be crushed as you make your way out, but this map continues to be a fight for your life. This crusher hallway is equally dangerous to both you and the monsters, so don't get caught.
Especially when the pockets of flesh open up to reveal archvile balconies. Don't get caught, and use the crushers for cover when you can. Even the secret invuln won't help you cheese this fight, it is BRUTAL. Either kill the archvile pockets, or die.
The last room with the ascent to the exit guarded by arachnotrons and assorted chaff is a bit easier, but may still kneecap you if you're not careful. If you have enough plasma, though, you can just bathe everything in it and be safe. Mostly.
This map defines the word "hostile". Heavy enemies are around every corner, inescapable death pits everywhere... Normally i don't so highly praise a map full of instant death and meanness like this, but the challenges are fair, and the map's short enough to not be a slog. I love it to bits. A perfect start to the final episode.
MAP 22: NOVA AKROPOLA (Steve Duff)
Oh boy, another Steve Duff joint that's over 500 foes. Hell's gotten wind of your escape, and it's sent an even bigger army to get you back. All around there's monsters caged up or held in small corridors, so never waste an opportunity to take out a sitting target.
The first few rooms are a slow burn, but they do have some cute details. Like, look at these demons using the urinals! Adorable. But that's not what we're here for... there's a LOT more to go, and it's a lot more exciting. Try not to take too much damage- you'll need all the resources you can get for the battle to come.
The opening rooms are just preamble though- once you open the doors, the real battle starts. A sprightly brawl outside a crimson castle, with demons peppering you from the walltops! Chaingunners, revenants, imps rest in the high towers, while spectres bullrush you in the bloody moat. It's a great visual.
And it keeps going once you get inside the castle, too! This HUGE room with a giant inverted cross on the center is a huge battleground, full of foes to blast away. Both on the ground and on high ledges, there's projectiles flying every which way- and the Archviles hiding by critical powerups are particularly mean.
Get rid of the pain elementals first, then find a way up to a high ledge to give yourself a chance to breathe. There's two sequences of challenge rooms on each side, each of which are equally difficult.
This one, with the hellknights on pedestals and the imps raining fireballs from the alcove, is a bit brutal if you just rush in, owing to the chaingunners and baron waiting for you inside. Take it slow, and you'll be fine.
The windowed stone structure afterwards is fairly simple as well, with the only spicy part being when archviles pop in and resurrect the revenant pockets- carefully sniping them with rockets will win you the day.
Also, a free megasphere, which you should probably take into the last fight. You will need it.
The other one is far more hectic, with a NARROW path that spawns cacodemons and a pain elemental- and a small army of imps when you hit the switch at the top, easily overrunning you if you get caught in a bad spot. In the words of a Master Levels MIDI title, "Don't Fall Lmao".
I have to say, this red key room is aesthetic as HELL, with the blinking lights surrounding the key in the center. I promise it looks better in motion.When you get all the keys, you unlock the central fortress, a huge arena full of pillars that floods with enemies when you make a move. Make SURE you save a BFG shot to take down the archvile that pops in when you get the blue key, otherwise you're hosed.
You can take the edge off with a secret invuln, and that's your best bet for staving off the absolute toasting from the legions of the Akropola. Even with it, though, it's an absolute bombardment that will brutalize unsuspecting players. One of the best skill checks in the WAD so far.
And of course, there's a cyberdemon-archvile polycule in the exit, for one last jumpscare before the buzzer. Mean? Yes. But I burst out laughing after it got me the first time.
Nova Akropola is a spicy map, full of explosive setpieces, albeit without much room for variation in how you tackle them. But who cares about linearity when there's this much fun to be had. The whole thing transitions BEAUTIFULLY into the next map... which somehow tops it.
MAP 23: ANCALAGON (Steve Duff)
I won't keep you in suspense- this is, in my opinion, the best map in the set, and now I'm going to try and explain why.
More so than any of Steve Duff's longer submissions, Ancalagon is a proper dungeon of a map- a long, brutal, winding adventure full of secrets, traps, and death. It feels like you've penetrated the heart of the fortress in the previous level, and are delving into its seedy underbelly. Right from the start, this map looks great, with its high architecture and that torch-lit stairway beckoning you in.
I love how the yellow key is in a cage and rises when you get close. It's like the map is dangling a carrot on a string in front of your face.
The entire map is a maze of interlocking and connecting rooms, full of secrets and intrigue. And lots and lots of pop up ambushes. As in, enough ambushes to make you feel like the complex is watching you at all times, dropping in foes at the moments you're most unprepared...
Perhaps it is. After all, Ancalagon is named after the worst and most evil dragon from Tolkien's mythology... and that name fits this map like a glove.
The aesthetics of this map are brooding and austere, corrupted by Hell down to its very core. To the crimson stone passages, to the occasional bits of gore seeping into the environment, this place just feels incredibly wrong.
For an example of terrible traps, take this room with the catwalk. There's revenants and chaingunners on the other side, but also monster closets with pinkies and mancubi hiding away, ready to take up all the available space as soon as you lay your hands on the SSG.
Or this bit with the archviles teleporting into the red key chamber you just filled with shotgunner and hellknight corpses, quickly turning things dire if you don't pounce on them. But preparation can only get you so far- and some rooms don't even offer a pretense of safety before going for your throat.
One of the most hellacious traps is this room, where as soon as you make your presence known in this watery chamber, arachnotrons and archviles pop up in the blue liquid, gunning for you immediately. A megasphere rests here, but the opposition is going to make you fight like hell to get it.
There's some spicy rooms to bumble into, like this one. Chaingunners peeking out of the fireblu alcoves, an archvile on the platform, and a fat arachnotron to get in your way! It can turn you into a pincushion if you're not careful.But, there's plenty of ammo and health lying around to patch up your wounds, and keep the slowburn going. Plus, a lot of secrets to find- the automap in the FIREBLU cavern is CRITICAL to your survival, especially saveless. As is the BFG and megasphere, which are surprisingly easy to obtain.
The blue key chamber is especially exciting, as you're stuck on catwalks while shotgunners pepper you, and a flood of cacos with a meatball garnish slip in once you grab it.
You may notice that the level has half its monsters hidden away when you've still explored most of it. All of those guys are being saved for the final fight. After getting a free megasphere- another bad sign- you'll enter this ominous-looking chamber with four eye switches. The first button only reveals a smattering of imps, but that's deceptive.When you hit all the switches, all the walls in the room come down at once to reveal a tsunami of over 200 foes. Arachnotrons, revenants, even a cyberdemon, all desperately trying to grind you into meat. It's an electric showcase of slaughter combat- the lava in the center keeps you from idling in half the room, forcing you to the outskirts where all the demons are.
There are no safe spots here, since all the side passages are equally clogged with imps and heavy foes. Your only chance to survive is to lay waste to the slavering hordes with your BFG, and hope the cyberdemon doesn't screw you over completely.
And at the end of it all, you're left atop a giant mountain of corpses, the formerly pristine chamber left a bloody, hellish wreck. It's a rush and a half, and an excellently explosive finale to all that simmering dread.
Of course, Ancalagon would not be nearly as memorable to me without its MIDI. The Dragon's Stigmata is another lengthy piece filled with ominous fear, what with its droning bass. And yet, it beckons you deeper, the welcoming woodwinds tempting you to plumb the depths of this horrific place. Listening to it feels like looking down into a huge, dangerous chasm... and seeing glittering gold at the bottom, tempting you to leap.
It's a perfect marriage of MIDI and map as far as I'm concerned. Cammy did some excellent work on it.
Needless to say, this is my favorite map in the set by a long shot. No other map in this set is so carefully considered, so incredibly paced for its length, so full of wit and variety in both aesthetics and challenge, and has such a magnificent payoff to its long run time. This is Steve Duff's masterpiece of the WAD.
If I may be a bit dramatic for a moment...
Sometimes there is a special map, one that elevates an entire megawad by its mere presence, that deserves to attain legendary status- and for some, it will stick in their mind forever, keeping the megawads they're attached to from ever leaving the Doom-loving part of them. Popular examples include Misri Halek from Alien Vendetta. The Mouth of Madness from Going Down. Transduction from TNT: Revilution. The Mucus Flow from Community Chest 2.
Ancalagon is that map for me. This is one of my all-time favorite maps, ever. Bravo.
MAP 24: BURNT GUTS (Slava Pestov)
To steal a line from MtPain27... Welp, it's no Ancalagon.
Finally, a breather after the marathon that was maps 21-23. Burnt Guts is a short and explosive Slava Pestov joint that's nothing more than a lovely cooldown from that workout- so get going. Every time you reenter the central area, more foes will crop up, but they're light sprinklings, not absurd armies.
Blast the hitscanners at the start, take a dip into the lava river that leads into the flesh cavern for some items, deal with the close quarters Pinkies, then get to work.
I do have to shoutout this room, with the lines- it looks great, even as minimalist as it is. And the bridge building sequence that follows is very fun, since each bridge has a new crop of fodder to blast away.
Sneakily foreshadowing Map 26 with this, perhaps?
The FIREBLU chamber at the end is a brilliantly bite-sized piece of action- mancubi and arachnos up high raining hellfire down on you while you chop away the chaff, and then archviles try to restart the party when you hit the switches. Great stuff.
I don't have much else to say about this map- but it was sorely needed to prevent map exhaustion down the home stretch. The most threatening thing about it are these baron towers, but you can just avoid their fire for the most part, and get rid of them efficiently with a secret. As a breather, it's welcome.
MAP 25: CASTLE OF THE HELLKNIGHTS (Antoni Chan)
Some may call this a short map that's too easy for its place in the 25 slot, but i say "we don't need another 500+ monster map so soon after Ancalagon". Like Antoni Chan's Starport map, Castle of the Hellknights is a short and explosive caper that wears its doomcute on its sleeve. There's not even that many hellknights in it to be honest.
But the most memorable thing about it is this opening shot. The icon of sin, dead, with lava seeping out of its empty eyes?! Hell yeah, that's metal as hell.
And the maw even opens up when you get close, so you can slide down the Icon's gullet and destroy the hellknights inside.
One wonders if these hellnoble roommates just live here on a regular basis- it seems like a bit of a cramped living space, but perhaps they find the gory surroundings comforting.
This map is heavy on crushers and cramped spaces, and you'll save yourself a lot of trouble by luring enemies into them if you can- and even if they don't get caught, they might still block the foes' projectiles.
The strongest opposition in this map is this room, with a bunch of hellnobles and two cybers watching over you. Try to get them to infight, and pick off the Cybers when they're distracted, and you'll win the day. Just watch out for the mob of spiders that comes in from the sides...
This is Antoni Chan's last map in the set, and it's a charming little joint with some wicked sights- and also the last breather in the megawad. From here on out, it's all brutality, all the time.
MAP 26: ABOVE AND BELOW (Rob Berkowitz)
What this map lacks in numbers, it makes up for in sheer audacious gimmickry. The title is self-explanatory- there are two distinct areas of this map, and both must eventually be plumbed to get through to the end.
"Above" is a huge bridge building sequence, the most elaborate in the entire megawad. Dangling on precarious bridges, while chopping away foes... it's slow, but satisfying work to clear out sections of the map.
Well, except for the point blank archvile at the end of one of the bridges... and the occasional harassment by flying foes... and the corner edges on the bridges are really freaking easy to get stuck on, too. But still, it's a pleasant sort of grind.
But eventually, you will have to go downstairs to the "below". And there's where the real challenges lie. Most of the passages down here are dark, so you can't see what's in them until it's too late. Is it a hitscanner? Is it a fat monster? Who knows. There's chaingunners, imps, pinkies, hellknights, and barons down here, and the whole place can descend into a bit of a mess if you run around willy nilly.
The entire time, ammo is surprisingly scarce- every bit of artillery you get, you'll have to pry out of demonic hands. The map practically mandates falling down below in order to refuel at times, so you can't avoid it forever.
Exiting requires both keys downstairs, tucked away in nasty little side rooms. The red one which requires you to get into a small room with an archvile and a revenant in close quarters- that one's pretty mean.
Thankfully, the blue one you can just run in, grab, and escape.
This map is claustrophobic, procedural, and very copy-paste heavy. You are just doing the same sort of thing several times until the end of the map, and that's not for everyone.
That said, this level does have its good aspects. I must praise this map's economy of space- it really packs a TON of gametime into a very small space, and not in a bad way. And the rush to claw your way to safety if you fall down is quite exciting, since you never know what you're going to bump into next.
It's just a tiny bit exhausting in places. At least it has brevity and personality on its side.
MAP 27: VENOM (Steve Duff)
The last Steve Duff map in the set, and he is NOT going to let you go without a fight. This is another long and winding labyrinth of traps, and this time, they're not good-natured. This map wants you DEAD, and knows it. That droning music at the start, a track called "Spiraltongue", tells you "oh god i'm in for some SHIT"- and it more than lives up to that brutality, taking a lot of cues from Plutonia's level of trapcraft. Constant sudden ambushes abound in the slow opening rooms, feeding you deadly opposition in cramped spaces.
Lots of places you go will spring open monster closets right behind you, so keep one eye over your shoulder at all times, lest you get caught unaware. THis squad of chaingunners in the dark around the armor is just the first taste of the coming slaughter. Whenever you see a room with a goodie, or a weapon, expect fierce retaliation.
This imp barrage by the super shotgun is even worse- the floor falls away immediately under you, and now you're totally surrounded. You BARELY have space to collect yourself, and all the exits go to worse enemies or dead ends.
The hitscanner barracks are also quite a problem, since they have all the vantage points in the world, and you most certainly do not. It's all about hugging the walls, trying desperately to pick off the soldiers before they can plug you, and praying hitscan RNG is on your side.
Unlike Ancalagon, Venom is harshly linear, to somewhat of a detriment. If you die- and you will- you have to go through the slower opening rooms again, which can be a bit of a drag. It does have one mercy- Venom is suprsingly free of repeat ambushes in the same room, so you won't usually get jumpscared when you have to backtrack. And you WILL backtrack, because Venom is constantly opening up doors where you've already been.
The real heart of the level comes with the yellow key trial. First, you end up in this lava-congested room with a cyberdemon and hellnobles on a raised platform, with all sorts of nonsense around you... and if your rush past THAT,
You drop into a huge cavern with TWO spidermamas blasting you to bits, and heavies raining down fire and brimstone from the black pyramid. It's a MESS, unless you have a BFG- and even then, it can be harsh beyond belief trying to keep yourself safe.
The last room is especially hellacious, with two spidermamas directly behind you once you enter,
And archviles up on a high alcove on the other side. And there's tons of meaty enemies flooding in to make you pay. Can't charge up the stairs, because a bunch of imps are in there. Can't hide in the space behind the spidermama corpses because there's a batch of tomatoes behind them!
The only space in this fight is that which you make for yourself. It's mean, angry, and, well, venomous.
I like Ancalagon more for its nonlinearity, but Venom is certainly a memorable map for its nastiness. And it certainly delivers on the tension it promises. It's just a bit sloggy and linear for my liking.
Honestly, it could have been the penultimate map and I would have been happy with that, but sadly maps 28 and 29 are nowhere near the good follow-ups they should be.
MAP 28: FORTRESS OF DEATH (Slava Pestov)
The opening room is certainly a hot start, with monsters on either side of the caged catwalk potshotting you. And this continues through the rest of the map- there's always holes in the walls for faraway caged monsters to chip health away.
There's so many bits in this map where an enemy is awkward to hit, because it's below you in a place where you can't go, or just too high. Especially if they follow you into an annoying place, like in the middle of the elevators. Which, speaking of those- we really don't need multiple buttons to go up or down. It just overcomplicates things.
I do like this room with the torches, aesthetically since the torches block your view. But since you can shoot through them, it's not really different challenge wise- just more tedious since you can't see the projectiles coming.
But this room with the literal single file line of spectres and zombiemen? There's no creativity to this combat section, it goes the same way every time, and it's far less exciting than everything else in this megawad so far.
Even the secret invuln isn't much fun to use, since you just get dropped into ANOTHER dinky lava arena with a smattering of random foes...
And the final fight is against three cybers, in a tiny arena... they are best dealt with by abusing the last few seconds of god mode.
I've praised other maps in this megawad for their economy of space and occasionally abrasive gimmickry, but this one is a bit TOO concerned with packing all its meat into a tiny space. And it has none of the personality that similarly small and oppressive maps like The Prison or Above and Below do. Out of all the maps in this megawad, this is easily the worst.
MAP 29: THE FOUNTAIN (Rob Berkowitz)The calm before the storm approach to a penultimate map, The Fountain is one of RoC25's most ominous setpieces. The music is eerily silent at first, with no monsters in the starting room at all, and taking a drop into a huge, dark cavern
But that cavern is full of horrors, so you'd better RUN when you get down there. It's so dark that you can only see monsters by the light of your muzzle flashes. Running into a monster in the dark is a common occurrence- and sometimes, a deadly one.
Rockets are a hazardous prospect with near-invisible foes, so only use them if you're sure you have distance, and treat plasma like an emergency panic button.
And the only light sources are either scenes of ominous nightmares, like corpses hanging outside the walls, or pop-up fights like this entourage in the lava pit. And even as you take care of these groups, more foes will bleed in from the dark caverns, ready to backstab you. The secret plasma is especially well guarded, with four revenants and two archviles that turn on the lights to zap you to oblivion.
This red key sitting on a pentagram is a visual highlight of the map- it's so simple, yet so ominous. Too bad there's mancubi all around, so you might not get to appreciate it.
Eventually you'll get to this big marble room, with several switches to hit to open... something. Something terrible. Only imps and a smattering of hellknights guard most of the switches, as if Hell is running out of guards... or trying to lure you into a false sense of security.
Oh dear.
Once all four switches are hit, the walls at the bottom of the arena come down to reveal a fireblu void, and a clutch of cacos and barons behind it. I don't know how Cammy or Berkowitz did it, but the way the FIREBLU slowly fades in from the complete darkness is amazing.
ANd then, when you hit the blue key... ALL HELL BREAKS LOOSE. The two cages open to reveal spiderdemons and pain elementals, and a huge pack of revenants and pinkies pour in from the other side. You can't be next to the spiders lest you get torn up, so into the bones and meat you go, charging through until you've cleared space.
You can telefrag one of the spiders with a secret, but that's guarded by an annoying archvile.
After that, the level never tops itself in terms of combat, but the visuals are a sight to behold. Just look at this terrifying face set in the wall, gnashing corpses while grinning evilly.
Run through the flesh cave, leave the Gotcha grudge match to itself, and eventually you'll crawl out of this hellhole... after one last sucker punch.
The final fight makes a rather ham-handed attempt on your life, though... it gives you a BFG and soulsphere to take FIVE cyberdemons in a circle of death. Not fun at all.
This is the ONLY part i had to use a save for, because point blank cyberdemons are awful and i hate them. Especially THIS MANY.
This stage is one of the finest atmosphere builders in the game. A slow, dark, dreadful burn that can still singe you heavily if you're not prepared for its tricks. BUT... I just wish it was a bit better in the gameplay department. Venom definitely would have been a better and more climactic penultimate map than this.
Thankfully, map 30 ends the megawad on a proper high note.
MAP 30: APOCALYPSE (Rob Berkowitz)
This is probably the best Icon of Sin map ever made, and I do not say that lightly. The evil wall texture that spews monsters endlessly is infamous for ruining the endings of many a superior megawad... but not this time. This time, the Icon feels every bit like the terror incarnate it should. After the opening room that gives you all the ammo and guns you'll need, the fight begins for real.
The four-headed demon spitter, Cos'Minath, is a surprisingly intense and climactic conclusion to this wad, despite how goofy it looks. There's four times as many monsters spawning, and four boss brains to kill- but it's not quite as simple as it looks.
Once you get all of them, the final elevator at the start opens up, and with the developer credits by your side, you can blow the hell out of Cos'Minath's final head and send him back to the heaps of hell where he belongs. Backed on either side by the megawad's credits, it's an incredible adrenaline rush.
I wouldn't be half as enamored with this map if it wasn't for one last scorching MIDI, Iconoclastic Flow is an incredible track. It feels like the world is crumbling around you, but you're scrambling to reach the top anyway.
Rob Berkowitz' last gift to Realm of Chaos is an absolutely amazing implementation of the Icon of Sin, more than worthy of ending a megawad as superior as this. Hats off for somehow making this inherently not-fun boss concept actually exciting.
Of course, there's one more super secret slugfest to deal with...
MAP 33: WEAPONS TESTING AREA (Slava Pestov)
The bonus map of the set, this one is a super-duper secret splatterfest for the ages, based off the original map 6 that was jettisoned from the original ordering. Starting off in front of a cyberdemon, you're sent running off into whatever fiendish traps the place has ready for you. You're never NOT under fire in this map, and it's amazing.
Especially since map 33s always force a pistol start by necessity, now more than ever you're desperate to arm yourself.
Enemies in all four corners of the map start bleeding into each other quick, so the map can quickly turn into an absolute brouhaha of enemies, constantly hunting you down. It's electric. There's arachnotrons on the walls, archviles sniping you from the distance, pain elementals clogging up the halls with their spawn, it's an absolute bombardment.
The cardinal direction rooms are more segmented, but they come with their own problems to deal with. Most of them are too simple and short to discuss in detail, but trust me when I say this map is full of things you need to react to fast for die.Grabbing ammo early is a must, otherwise you'll end up totally cornered and unable to defend yourself. Especially if you bumble into one of MANY tripwire ambushes, which are always deadly to the unprepared. This bit, where the plasma plunges you into a pit of mancubi, is just one of many terrifying traps.
I'm a huge fan of this red key room's aesthetics, it looks smashing. And the fact that the doors lock behind you can make it an early safe space, provided you can deal with the caco swarm that teleports in.
One of the most difficult parts is this room, with the arachnotrons that keep coming back to life thanks to viles hidden behind their walls, which is something straight out of Plutonia. Plus, two more viles hidden in the pillars ready to toast you, AND a spiderdemon on the balcony ready to snipe you! You get TWO soulspheres in this room and it's still a hellacious encounter. Thankfully, the viles get snuffed out when you leave.
The secret ingredient to this map's success is that cyberdemon. He's roaming around, constantly on your ass, and you can't rest for a SECOND until he's dead, so you gotta gather the guns to kill him, or die trying.
Well, in my saveless run he got himself stuck on the stairs to the arachno/vile room, so maybe he's not effective ALL the time. But still.
The fight in the switch room with the archviles and pain elementals is absolutely HELLACIOUS- if you don't take them out fast, a revenant missile is sure to smack you in the face. If you get the secret invuln, it can be made much easier- but it's still one of the map's most out of control encounters.
The final room is more of a victory lap than an actual hard fight- just run around, find the four switches to open the exit. Though getting surrounded by the pinkies or making a wrong turn into a cyberdemon is still a death sentence. and watch those rad suits, the lava is burning hot!
As far as bonus maps go, this is an epic slugfest of staggering proportions- more than worthy of the 33 slot.
FINAL THOUGHTS
So!
I was having megawad fatigue for a while, mostly because i was trying to improve my skills and failing at it, quitting mapsets halfway through, it was a mess.
And then RoC25 came along. I don't know how much of it's virtues was because of Cammy's edits, but nearly all of these maps are incredible. Explosive setpieces and visuals that stir the imagination in wonderful directions are found in SPADES in this refurbished classic.
But what impresses me most about RoC25 is its overall consistency. There's almost always something exciting around every corner in this megawad, and even the most obvious clunker- Map 28- is meh at worst. I can think of several megawads that have FAR worse lows than this, so that is a compliment to Realm of Chaos.
If nothing else, you HAVE to play this mapset for the music. Cammy's MIDIs are to die for, and makes even the clunkers in the set feel exciting and fresh. I highly, highly recommend this WAD to anyone that's looking for something a little off the beaten path, or has been suffering from challenge fatigue.
FAVORITE MAPS:
Map 2: Outpost 27
Map 4: Sewers
Map 7: Deathstay
Map 11: Mars Starport
Map 15: Infestation
Map 18: Dead Radio
Map 21: The Prison
Map 23: ANCALAGON
Map 26: Above and Below
Map 27: Venom
Map 30: Apocalypse
Map 32: Nowhere to Hide
Map 33: Weapons Testing Area
WAD LINK:
https://www.doomworld.com/idgames/levels/doom2/megawads/roc25
SOUNDTRACK:
https://www.youtube.com/watch?v=NdkudvpKi6Y&list=PLxg39PZVcnV1lvDOTZ6epi8og3R2T9Gs6












































































No comments:
Post a Comment