Cyriak made a hell of a megaWAD once upon a time called "Going Down" where you're on an elevator descending into utter madness with each succeeding level. It's not horrifying in the traditional sense, but if you're at all familiar with his animations on YouTube then you know shit gets really fucking weird really fucking fast.
Most successfully horror theme wads are for ZDoom derivatives.
Cold as Hell: Special Edition - It a great megawad, and pretty difficult. Its kinda like a Doom 3 meets Soldier of Fortune, meets Silent Hill. Spooky as hell and great story with hub areas and a lot of non linear progress.
City of the Damned: Apocalypse - It uses a lot of Blood assets and new ones to make a distintive look. You explore a corrupted city and what secret lies inside their walls.
Unloved - You are confined to your house that start to show signs of decay and corruption all around. Its a really grat Doom on Hexen mod, so expect to touch a switch that opens a door in a place really far from you. Great experience, but more Doomey that the listed before.
Total Chaos - Your ship gets broken and you have to land on a deserted island... or that you think. This is a Resident Evil meets Silent Hill meets Minecraft crafting mechanics. Awesome but you need a really powerfull machine to run it properly.
Lasting Light - Escape from Doom unto the realm of a horrendous ghastly that will chase you all around. Not soo good as the ones mentioned above, but fun while it last.
Solace Dreams - You are a girl that woke up in a strange place. Really grat mod, but you need a powerful machine to run it.
Soundless Mound - You are alone on a departament complex. Really great adaptation of Silent Hill aesthetic to Doom.
This are the ones i most played until i left the zdoom scene like 3 years ago. But i usually have a crave for more horror content and i searched for more, but theres not much, or it isn't particularly interesting to me. Just Slender the Eight Page wannabe. So check this out as i don't know if you would find more aside from this.
Definitely recommend GF3, played that a good amount before I got really into Doom. Going Down only has a bit of body horror in the mapping later on; I absolutely recommend it, it was one of the first few megawads I played and it's still my favorite.
The main character goes on a hunt, but when he returns in the evening, he gets lost and finds himself in a strange place.
Cheogsh
Dumguy is again in a strange place, and he has to get out of there.
It also has two sequels, Cheogsh 2 (a very large wad with a number of maps between which you can navigate like in Strife) and Realm of Cheogsh, but they are no longer so "horror", especially the last one.
Hellfire Dreams
One of the many wads of the HellFire series. But unlike the others, in this event occurs in the dreams of dumguy, so wait for some strange things.
This is not scary in the usual sense of the word, but it haunts some rather unusual, somewhat surrealistic themes, such as a map with a large museum.
Nobody seems to bring this one up but Project Horror is a really good horror-themed gameplay mod which makes everything much darker and atmospheric, adds a new arsenal of weapons and most importantly the enemies you encounter.
Just played it, clocking at about 4h, it is a really cool mod but it is way too hard at parts. Only managed to finish it with some cheating involved at some points (low ammo and low health when facing cybers? Not for me.) but it does mean I got to read the funny IDDQD / IDKFA messages :D
Yes, in certain parts it is pretty unbalanced an kinda slaughterish, but it is possible to beat that parts with a little previous aknowledge of it. I remember playing it on UV back then, and really rage quiting a few times, but i managed to get through till the end.
After that, i found a version of Beautiful Doom that add different things in separate ways (v5.3 i think with one wad for weapons, one wad for graphics, and wad for monsters) and it really made the experience more enjoyable with the weapon enhancements.
Bad part of that wad is that the flashlight discharge a little too fast and it had a really slow charging time, aside from that, i love the surroundings and the atmosphere, but never get me to end it, don't know why.
I haven't played too many horror themed wads, but I did play this one and highly recommend it. It's quite well done, rather creepy, and has some really neat design elements. And that's coming from someone who finds Silent Hill boring.
Well i don't know if this would count as "horror" but i've been told my ultimate doom wad has horror and action in it. It's a Inspiration map set form Stickely Installation from Snaxalotl. There are two episodes so far and i am working on the third one at this moment. If you wanna check it out here it is:
I'm looking to make a generally agreed upon list of WADs for players to improve their skill. I've been doing this in my own head for a little while now while trying to improve and figured we could work together and create some sort of framework for progression for players at any skill level. I think each entry should be a reasonable increase in difficulty from the previous one, we don't need to try to rate all WADs due to tiny increments in perceived difficulty. I'll edit this post as people provide input (I've added just a few wads to get it started).
The list assumes that you aren't save scumming. Save scumming involves quicksaving very often (especially during fights) allowing you to rely on RNG/luck to survive rather than actual skill. Saves can be useful when practicing a map if you intend to do a saveless run afterwards. If the mapset is roughly on par with your skill level then playing it saveless and blind 'can be a good way to improve nerves, reactions, on-the-fly strategy, 'reading' an area to anticipate what fights might happen, and so on.' (Thanks @rd.)
I recommend playing all maps from a pistol start - essentially all maps are balanced around pistol starts. Continuous play will make maps either too easy or too hard, depending on which state you finished the previous map in.
Episodes 1 to 3 of the original Doom in consecutive order. Provides a gradual increase in difficulty across 27 maps. Starts with teaching you everything you need to know in order to play Doom - how each weapon works, how all of the Doom 1 monsters behave, what different items do, damaging floors, crushers etc - the basics. Difficulty settings implemented allow further fine tuning of difficulty as required. The recommended starting difficulty is 'Hurt Me Plenty'.
Episode 4 - Thy Flesh Consumed. This distinctly noted because the difficulty increase is considerable. It's still within the realm of the other maps however some maps are much more cramped with relatively high monster counts.
Doom 2 introduces the rest of the Doom bestiary and weapons. There is again a gradual increase in difficulty. One of the most important concepts elaborated upon is target priority. This is reinforced with the introduction of the Archvile and Pain Elemental. Recommended starting difficulty is 'Hurt Me Plenty' or 'Ultra-Violence'.
TNT is by far the easier half of Final Doom. If you can get through Doom 2 without too much difficulty then TNT will be a nice stepping stone to something a bit tougher. The WAD does have a few spikes in difficulty but nothing major. The recommended difficulty is 'Ultra-Violence'.
Despite being a Doom 1 megawad this is more difficult than Doom 2. With this WAD being released well after (2012) the official IWADs the monster use/count and traps are more 'mature' and unforgiving. Recommended difficulty is 'Ultra-Violence'.
Another Doom 1 WAD that is harder than Doom 2. Dark and very cramped in areas combined with tight resources make situational awareness is key. The recommended difficulty is 'Ultra-Violence'. If you have excessive problems you could try 'Hurt Me Plenty' although UV should be your goal.
Monster placement becomes much more ruthless which is apparent with the archvile in the first map. Heavy use of chaingunners and high tier monsters compound the difficulty. Recommend difficulty is 'Hurt Me Plenty' or possibly 'Ultra-Violence'.
Scythe starts off innocuously enough but in the second half of the WAD the difficulty ramps up significantly with a few of the maps starting to boarder on slaughter gameplay. An important lesson in this wad is crowd management via movement and strategic enemy targeting.
Ancient Aliens has an inconsistent difficulty curve so it may take some time to beat certain maps. Ancient Aliens is roughly on par with Valiant so one or the either or both for extra practice. The recommended difficulty is 'Ultra-Violence'.
Smoother difficulty curve than Ancient Aliens (both WADs by skillsaw) though it does get a bit tougher. Beefed up variants of the classic monsters added to the difficulty. Valiant is roughly on par with Ancient Aliens so one or the either or both for extra practice. Recommended starting difficulty is 'Ultra-Violence'.
The first of the hard megawads which spawn many imitators and spiritual successors. The maps can end up being truly crushing if played with no saves but is clearly beatable with enough map knowledge and fast enough reflexes. The traps can be especially nasty - particularly the blue key trap on map13. Recommended starting difficulty is 'Hurt Me Plenty' although 'Ultra-Violence' will allow you to improve a lot quicker.
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