Eternal Doom IV: Return from Oblivion

Eternal Doom IV: Return from Oblivion is an unfinished megawad for Doom II created by TeamTNT in 2008. It can be downloaded at: http://doomworld.com/idgames/?id=15193

Dubbed a "7-map teaser" by TeamTNT, these maps were intended as a demo for what was intended to be a much larger project. But development never went any further. Still, the maps are extremely large and should provide plenty of gameplay in their current form. Some of the maps contain over 2000 sectors and 1000 enemies, and would take 2 to 3 hours to finish. That is several times an average Doom map offers. The 7 maps all have a medieval theme. There are many modified monsters, sound effects, and textures. Some maps are

interconnected as well. Furthermore, the player is allowed to jump, crouch, and swim underwater.

Modified Enemies
Eternal Doom IV has several modified enemies. Some resemble original Doom II enemies but with additional features, while some are new designs. Their names are obtained from a map editor's view of the wad.

A bat familiar is a small, grey, bat-like flying creature that bites. It has no ranged attack. Its small size makes it harder to aim at, especially from long distance. The chaingun is the best weapon to defend against them especially when they attack in groups.

A dragon familiar is a small, red, dragon-like flying creature that breathes out fire over a short distance. One must not get too close to it to avoid its fire attack. Like bat familiars, the chaingun is the best weapon for dragon familiars especially if they attack in groups.

A bazooka zombie resembles a zombie soldier but fires rockets instead of bullets, and is also a bit tougher to kill. He also looks to be in a more advanced state of bodily decomposition than a zombie soldier, perhaps an indication of his increased toughness. However, he can be hurt by the blast damage of his own rockets, unlike a cyberdemon. In Eternal Doom IV, he is often found in unreachable places such as ledges and hilltops, enabling him to fire safely from a distance. His small size also makes him hard to see from afar. One must get close enough to him to take him out.

A dark imp resembles a regular imp, but has darker complexion and is tougher to kill. One shotgun shell does not kill it. A double-barrel shotgun is often the better weapon against it. Infighting can occur between dark imps and other types of imps.

A snake imp is a sort of "aquatic" imp. It has green complexion, an imp-like upper body, and a snake-like tail. It is often found in waters and occasionally on land. Its damaging green slime is fired at a very fast projectile speed. Like regular imps, one well-aimed shotgun blast at close range can kill a snake imp.

An imp warlord is the toughest type of imp. It wears armor, and carries a shield that can reduce incoming damages. It can summon bat familiars and dragon familiars. It can also fire two types of missiles: red energy blasts, and homing yellow fireballs. When its shield is up, it could take many shots to kill it, even with rockets. It can be dispatched more quickly with blast damage from rockets.