Even if building for Doom may look outdated, this article has very solid insight at the start about level design that can be applied to any physical game.<p>The idea to look at levels as works of art, and design them using the same principles is a nice one. This brings a lot of artsy theory baggage (regarding storytelling, layout and aesthetics). I hand't thought applying those to the assessment of a game level before, not explicitly.
An odd, but very enjoyable and in depth commentary of the DOOM modding community and DOOM in general is done by Liz Ryerson in her "DOOM mixtape" series. I think the later tapes are more interesting, but feel free to skip around.<p><a href="https://www.youtube.com/watch?v=zJDeaa7aXQ8&index=1&list=PLEdRlER1F5rF1YMwLG66KPmMuv0h2OWiU" rel="nofollow">https://www.youtube.com/watch?v=zJDeaa7aXQ8&index=1&list=PLE...</a>
FreeDoom is nice too, and it works for ANY doom2 wad, even for the GZdoom ones.<p>Oh, and for hardcore GNU folks, Gloome has no propietary code, it loads freeDoom and/or brutal doom and any GZDoom game.