Master Levels for Doom II

The Master Levels for Doom II were released on December 26, 1995 by id Software as an expansion pack for Doom II. It was also included as a bonus on the Doom 3: Resurrection of Evil Xbox game disc in 2005, and in Doom Classic Complete on PSN. The PlayStation version of Final Doom includes 13 levels from the Master Levels.

The CD contains twenty WAD files created by various authors under contract. The file teeth.wad contains a secret level, so there are a total of 21 levels. To ease playing these WADs, the collection also includes Doom-It, an application created by Chris Badger for id Software which allows the individual WADs to be loaded through a menu interface.

As a bonus, a poster and 1830 amateur PWAD files downloaded from the internet (collectively called Maximum Doom) are also included. Also of note is that some of the contracted designers for the Master Levels had levels they had previously released on the internet that were included in Maximum Doom.

John Anderson (Dr. Sleep)

 * Geryon: 6th Canto of Inferno (GERYON.WAD)
 * Minos' Judgement: 4th Canto of Inferno (MINOS.WAD)
 * Nessus: 5th Canto of Inferno (NESSUS.WAD)
 * Vesperas: 7th Canto of Inferno (VESPERAS.WAD)
 * Virgil's Lead: 3rd Canto of Inferno (VIRGIL.WAD)

Jim Flynn

 * Titan Manor (MANOR.WAD)
 * Trapped on Titan (TTRAP.WAD)

Christen Klie

 * The Catwalk (CATWALK.WAD)
 * The Combine (COMBINE.WAD)
 * The Fistula (FISTULA.WAD)
 * The Garrison (GARRISON.WAD)
 * Subspace (SUBSPACE.WAD)
 * Subterra (SUBTERRA.WAD)

Sverre Andre Kvernmo (Cranium)

 * Black Tower (BLACKTWR.WAD)
 * Bloodsea Keep (BLOODSEA.WAD)
 * Mephisto's Maosoleum (MEPHISTO.WAD)
 * TEETH.WAD:
 * The Express Elevator to Hell
 * Bad Dream

Tom Mustaine

 * Paradox (PARADOX.WAD)

Tim Willits

 * Attack (ATTACK.WAD)
 * Canyon (CANYON.WAD)

Master Levels Menu Interface
The is a 2010 ZDoom WAD created by Zippy which is designed to replicate the menu functionality of Doom-It in-game and allow all 21 levels to be played without restarting the engine each time. Once the WADs are added, the Menu Interface can be loaded in ZDoom, and used to play each WAD at any skill level in whichever order the user wants; they will be returned to the menu each time they complete a level.

Native support
Recent versions of the Eternity Engine include native support for playing the Master Levels from within Doom 2 without use of command-line parameters or the need to exit the game to play other maps or the normal game. After configuring the directory in which the maps are stored, the menu pictured to the right can be used to start any of the maps. The secret level of TEETH.WAD is accessible by using the secret exit switch in the first map of that WAD file. After a level is completed, the menu reappears. A new map can be started, or escape can be pressed to return to the Doom 2 title screen.

Level progression
While there is no official level progression on the original PC release where the pwads can be ran in any order and many of them occupy the Map01 slot within them, the console releases organize them into an episode. Though each console release organizes them in a different way.