Master Levels for Doom II

The Master Levels for Doom II was 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 (which included significant differences from the original PC version). The PlayStation version of Final Doom includes 13 levels from the Master Levels. It has been re-released for PlayStation 3 inside the "Doom Classic Collection" PSN package on November 20th 2012 along with Final Doom and No Rest for the Living.

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.

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.