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 (it will be automatically detected if installed via Steam or in the standard DOS install location), the menu pictured to the right can be used to start any of the maps. The secret level of 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.
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Trenton Webb reviewed Dungeon Master Option: High-level Campaigns for Arcane magazine, rating it a 4 out of 10 overall.  Webb comments that "The AD&D system has a fundamental flaw: characters eventually become so potent that they can cope with anything the world (or alternative planes, or gods) can throw at them. High-level Campaigns seeks to remedy this, aiming to provide new inspiration and sensible controls for [...] high-level campaigns."  He comments that the "Adventures" section is "an attempt to reinvigorate the level-challenged DM" and calls the "True Dweomers" section "the obligatory additional spell list, with more 'earth-shaking' magic", and suggests that the "High-level Characters" section "suggests extra abilities to give powerful people a truly heroic swagger".  Webb concludes that "The Seven Maxims is the most essential section, though it contains little more than solid, common-sense rules that focus the minds of DMs and players", and that "Similar strong-but-simple ideas are crystallised in Magical Duels [which] is a complex but calculated system with unique spell-on-spell combat rules that make for invigorating battles."  Webb contends that "The new powers in High-level Characters fall into two kinds: style and substance. The style side is great, helping PCs to develop nuances of character, but the abilities in the substance part are really trivial things that will be overlooked by referees, but that players will attempt to transform into life-saving skills."  Referring to "The Seven Maxims", "Magical Duels", and "High-Level Characters" sections, he states that "These three good chapters constitute the majority of the book and are recommended reading. The other four chapters, however, fall into the trap of so many TSR supplements and guides; namely that rather than replacing or refining rules, ever more tables and lists are heaped on top of the old."  Webb concludes his review by saying: " High-level Campaigns is of interest but by no means essential. The Seven Maxims could add clarity, and Magical Duels might add excitement. Essentially, though, High-level Campaigns is an ideal present for a referee friend. That way you can borrow it, check out the good bits, and avoid that sinking feeling of having paid £12 for another earnest AD&D debate and yet another spell list.