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104 files

  1. L'agonie Finale

    78 downloads

       (1 review)

    Submitted

  2. First Phase

    This is my first Doom (2) map. I thought it would be fun to remake my first Doom (2016) map. This is why there are so many unusual features, like double hallways, as it's based on the Snap Map prefab modules. I had to change a few things, to account for Doom's limitations, and also just to experiment with some different ideas.

    The original Doom (2016) version of this map can be found on Snap Map. The map ID is VYQD8XR5.

    32 downloads

       (1 review)

    Submitted

  3. John E Death 4 (DOOM2)

    Another fine addition to the JDEATH series... Not too big, not too difficult, just fun! This one has about 30 hours into it, I spent a lot of time on textures and alignment, and playtesting, of course! Send me mail if you give a darn... Most of you don't... Have fun anyway!

    22 downloads

       (4 reviews)

    Submitted

  4. John E Death 3 (DOOM2)

    I had DEATHMATCH in mind while designing this one... Lot's of cool places to hide and ambush! Though not too large, This one is also an excellent single-player level.

    18 downloads

       (1 review)

    Submitted

  5. John E Death 5 (DOOM2)

    This one is based on a layout started by Mickey... Good for death- match. A few good surprises...

    17 downloads

       (3 reviews)

    Submitted

  6. Fellowzdoomer's 1 Hour Map

    My first crack at making a map in an hour. Quite pleased with these results.

    39 downloads

       (15 reviews)

    Submitted

  7. Trinitotoluene

    1 vanilla-compatible map for TNT: Evilution with a mountain techbase theme

    32 downloads

       (16 reviews)

    Submitted

  8. Obsidian's 30 Minute Maps

    6 vanilla compatible maps, each made in 30 minutes or less. As you can imagine the maps are kind of short, but should be fun nonetheless.

    52 downloads

       (12 reviews)

    Submitted

  9. Dance The Cyborg

    A birthday map I made for 1ntru; nothing uber-detailed, just a simple action-packed map.

    43 downloads

       (6 reviews)

    Submitted

  10. 0_5 Resor

    14 Doom II Maps found on the Internet

    31 downloads

       (15 reviews)

    Submitted

  11. 1_6TRON.WAD

    6 levels for DOOM2. Watch out for the sequel 7_12TRON.WAD which will be available soon!?

    31 downloads

       (13 reviews)

    Submitted

  12. 3 Entradas

    A simple level that takes place in a chemical plant. This is the first level of my mega-wad KAOS.

    22 downloads

       (11 reviews)

    Submitted

  13. neg_!ke's 1024 Map for Doom II

    small base-style map created for a 1024*1024 contest at doomworld in mid-2006.

    i didn't expect trying to max out gameplay within a 1024*1024 square was that difficult. i didn't solve it the most clever way, but at least there's some eye candy.

    unfortunately, i spotted the 1024 competition thread only two days before the deadline, so i could only contribute this one map (of which some areas are fairly rushed because of running out of time). still, it was fun...

    [this is a slightly newer version than the one originally submitted, fixing a compatibility issue with prboom and a few cosmetical flaws]

    25 downloads

       (12 reviews)

    Submitted

  14. One Park Avenue DOOM II Level

    It is January 1996, and Forstman-Little's purchase of Ziff-Davis has gone through as smoothly as silk. You've laid down your trusty plasma gun for what you think is the last time -- surely you can eke out a living far away from 1 Park Avenune, perhaps as a freelance WAD programmer, and forever give up the killing daily routine of deadlines, vendor meetings, and the total elimination of passive voice in copy. But a phone rings late in the night, and even before you pick up the handset, the ringing augers blood, and once you hear the whispering voice calling you back to One Park Avenue, your dreams of a normal life have evaporated. Your duty: to once again dispel the demons, mutants, and mercenaries who have so desperately tried to wrest Ziff-Davis's 11th Floor editorial offices for their own evil purposes.

    45 downloads

       (28 reviews)

    Submitted

  15. Four Color

    in the heavy way to hell you came to the strange place, where demons called you to enter with them into a fight...

    34 downloads

       (18 reviews)

    Submitted

  16. This is E X O D U S......

    Have fun!!!!!!

    25 downloads

       (7 reviews)

    Submitted

  17. SPACESHIP 1024

    A 1024x1024 map on a Spaceship.

    49 downloads

       (31 reviews)

    Submitted

  18. 9thFloor.zip

    HELL hath no fury, 9 floors of hell get all secrets soldier boy!

    HINT: If you don't find all the switches, you can't get to the exit switch.

    21 downloads

       (9 reviews)

    Submitted

  19. 20 Days in Hell

    37 downloads

       (23 reviews)

    Submitted

  20. 1 Day of Hellish Revenge

    19 downloads

       (7 reviews)

    Submitted

  21. 000 EMERGANCY

    3 Tiny Doom2 Levels.

    65 downloads

       (43 reviews)

    Submitted

  22. 2DIEFOR.WAD

    I don't know but it doesn't seem complete.... But isn't that always the case, the artist is never satisfied with his work....

    Enjoy!

    24 downloads

       (13 reviews)

    Submitted

  23. Nine DooM II Wads

    - River of Death (RIVER.WAD) by Rob Graham - Burdett 1 - 3 (BURDETT*.WAD) by Rob Graham - Plains of Death 1 (D2POD1.WAD) by Rob Graham - Above & Below (ABOVBELW.WAD) by Rob Graham - Pyramid (D2PYRMD*.WAD) by Rob Graham - 2Brent (2BRENT.WAD) by Brent Graham

    21 downloads

       (6 reviews)

    Submitted

  24. 57th Street East

    A level for Doom 2. The 1st pwad I have made for Doom2

    20 downloads

       (7 reviews)

    Submitted

  25. map01: CHAOS map02: APFELSAFT map03: GÖTTMANN

    3 Horror-Monster-Hardcore-Terror-Levels Not pretty, but NON-STOP-TERROR !!

    22 downloads

       (7 reviews)

    Submitted

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  • File Reviews

    • By rd. · Posted
      An opaque '90s dungeon crawl map with kid's gloves on (meaning it's probably a good intro if you want to try that map out). Despite the really bizarre progression and more doors being unmarked walls than having actual door textures, I never got remotely lost because of the tight scale, the intuitive "try humping walls because otherwise I'm stuck" moments, and the automap pickup midway through. Lighting is really well done for the time, lots of darkness and even some directional work giving it a spooky mood. It starts out with a KDITD feel and then branches out to other themes, which feels like a very 1994 thing. The lateral thinking in figuring out how to get around was pretty engaging.    There will be high variance in how much people like this, and I'm not an expert on this era, but I enjoyed it.
    • By P41R47 · Posted
      Serious improvement from Serenity.
      Eternity doesn't play easy on you at all. From the get go we have really amazing architectures to look at and some nasty enemy traps. The map design also has a great improvement on layout as there are a lot of interesting things to look, sector trickery and a lot more of height variations than on the previous episode.
      Most maps has a lot of monsters closet and quite a good amount of demons to kill, so the fun and the challenge is assured.    The music plays a nice role in here, as it adds to the atmosphere quite a lot, specially the Vangellis Theme from Bladerunner.
      Also, Moanin' is one of my favourite jazz songs ever, so this mapset was really nice to play. Even when it comes kinda as cheesy and silly, it feels really cool.

      Great visuals and great encounters. For real, these two authors really knew what they were doing by now, and they showed it!
      Next episode surely will be beven better :)
      Thanks to both, Bjorn Hermans and Holger Nathrath, as this plays amazing for sure.   ...Now, to the Infinity... ...and Beyond!
    • By Maes · Posted
      I was of course familiar with Alberto Barsella's work, with his original DEADBASE.WAD being perhaps the first PWAD I ever played, way back in 1994. I had also played the sequel, Mountain Of Fire, but it never occurred to me that a third map existed in the series (and I who wondered why it was called the "Wasteland Series" with just two maps....heh).   In any case, this is a large (for 1994 standards at least), quite open map, with the interesting twist that remaining exposed in the sun, out of the shade, damages you just as if you were walking on lava. No sunscreen on whatever shithole planet this is taking place on, it seems....this adds an interesting mechanic to the gameplay, also because the monsters themselves (at least those that are initially placed in the shade) also seem reluctant to wander away from the shade. Not so for those that teleport later on directly under the scorching sun. OK, I get it, some uncrossable sector trickery at work. In any case, this case be exploited to force monsters into a line of attack and thin their own ranks themselves, as much as possible, and trust me, you're gonna need to do that as much as possible.   Speaking of which, this is a quite ammo and health-scarce map, but that's to be expected. Nobody expected something called "Wasteland" and "Sands of Death" to be a plentiful cornucopia of Doom goodies, amiirite? It IS possible (though by no means necessary) to kill every single monster on this map, but you'd better hone those Tysoning skills and put that Berserk pack to good use. Many times you'll have to ponder: use one (often two) shells to kill an Imp, or risk landing in a punch? How about a Pinky then, where you could even use three or four shells sometimes?). Finish those cacos with a well-placed punch or two, or use precious shells on them? Ah, decisions, decisions. If you're not good at Tysoning, this is a great map to start practicing ;-)   Overall this is an engaging map, and under its plain exterior there's surprising depth, some clever puzzles, plenty of cool tidbits here and there (such as raisable 3D bridges), and a few cool secrets (now, why ammo and weapon caches should be marked as secret, that's anybody's guess).   The negatives? For a map that plays on the "don't wander aimlessy" element so heavily, it's not 100% clear from the start what the proper progression is, as well as which buildings you can enter immediately and which ones you can't. I can't imagine anybody getting it right the absolute first time, on a "first death" attempt. TBQH I'm not sure if multiple progressions are possible, but FWIW I started from the black building with the berserk pack in it, and considering how much you'll need that (and a shotgun), perhaps that's the best/intended strategy.   I admit however that I got seriously stuck at the point where you had to exit the first silo through the walkway bridge. I couldn't figure out how to activate the (shootable, as I found out) switch that opened the door to the walkway. It was not immediately obvious to me that it was a separate switch from the one forming the stairs, and I didn't realize that you had to somehow shoot it. Initially, I thought the map was bugged (at least in ZDoom) but no, Chocolate didn't solve it either. So what was the trick? Well, you're supposed to use the Baron's platform by raising it and then shooting the switch a-la Icon Of Sin. Or, alternatively, shoot it from the room above it through a narrow opening at a very specific angle and avoid the Baron room entirely. Not sure the latter would be possible/obvious in Vanilla, with low resolution.   Oh and BTW that red key building is nothing but a decoy...
    • By printz · Posted
      This is a "trick" level where you need to save pretty often to avoid "failing" puzzles and dying or getting stuck. It contains mandatory use of Wings of Wrath and Chaos Devices. Otherwise, it's not badly designed or even unfair, though it may be too tough on Black Plague. At some early point there's a crusher trap. It should be solvable intelligently, not by trial and error.
    • By Argenteo · Posted
      Those guys are producing some...nasty stuff. Small detailed map. Find the factory, shut it down and escape.
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