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  1. This map was created to test my skills in vanilla mapping. I liked how results turned out and decided to submit it here. Map is short and quick and it shouldn't take too long to finish.

    123 downloads

    (7 reviews)

    Submitted

  2. hey everypony i made another level this one a linear hallways and stuff but wait there is a CYBERDEMON at the end watch out!!! ;) LIKE MY OTHER LEVEL i put a demo wlakthrough so you can help if you stuck

    story:

    you were on your way home from the last vacation, man those babe were hot hot hot!!!! suddenly, you get a raidiod massage: "marine, where the hell are you?! we are on red alert! "oh damn" you said, "I better hurry up!!!"

    at last you made it to the base, but something is wrong....

    marine, our base is under attack by the demons, we believe that there teleportal was sabotaged by hell! we recieved last this message: "IS ANYONE OUT THERE? WE UMDER ATTACK! THERE ARE MANY DEMONS COMING OUT OF THE PORTAL RIGHT NOW! HOLY SHIT!"

    "damn it", you said, "it has ruined my weekend!"

    suddenly, the screen turns on! it is the face of a demon!

    "you are you?" inquired the commander

    "FOOLISH MORTAL, I AM A DEMON LORD AZAZAZEL, THE MIGHTIEST LORD IN ALL HELL! YOUR PAHTETIC BASE IS NOW OUNDER ARE CONTROL! SURRENDER YOUR WEAPONRY OR WE'LL KILL EVERY LAST ONE OF OUR CAPTIVES! MUA HA HA HA!

    "no! it cannot be true!" you said

    "marine! you must go to the base yourself! you are the best guy that we got!" said the commander

    "NO! YOU WILL DIE, BECAUSE YOU ARE VERY STUPID! HA HA HA" retorted the demon!

    "mother fucker! today i will shove my gun up your ass" you shouted in fury!

    afterwards, you arrive at the base on your spaceship, IT TIME TO TAKE SOME NAMES!!!

    bug: on vanilla there is hom near the end and some windows, also maybe it would crash with vertice error but i think i fixed all those

    21 downloads

    (2 reviews)

    Submitted

  3. 11 downloads

    (0 reviews)

    Submitted

  4. A map for First-Try Demo Contest #17, which was held at 09.02.2017 14:00 UTC. The archive contains demo files for 15 contest participants and the table with results, located in "fdc17" subdirectory.

    12 downloads

    (1 review)

    Submitted

  5. 46 downloads

    (1 review)

    Submitted

  6. It's Metal Mansion from Reverie, now retextured to look and play like an Eternal Doom level. Requires Eternal Doom to play and replaces MAP15.

    8 downloads

    (5 reviews)

    Submitted

  7. 4 rooms builded for a One-room level project long time ago, then joined them into this thing including a bizzare map01-map03 switcheroom sorta, this isn't an extremly serious map, beware!

    This was uploaded for a long time abandoned project but never oficcialy released, so here we go because reasons.

    7 downloads

    (4 reviews)

    Submitted

  8. Doom guy gets thirsty and so he ventures southeast to get that precious commodity that we too often take for granted. Not only does he get what he wants, he also satisfies his thirst for demon blood as he finds out that hell spawn is once again contaminating earthly soil. His mission over, he returns home only to find ...

    Anyway, these are 7 new levels for Doom 2 with a surprise.

    15 downloads

    (8 reviews)

    Submitted

  9. A small but quite challenging level with a Doom 2 feel.

    15 downloads

    (11 reviews)

    Submitted

  10. The main goal was to create a vanilla classic episode themed on Doom2 techbases. I was as well influenced by d2twid and 1994-1996 maps regarding to the very raw detailing employed. The maps are small to mid in size and the average enemy count is around 100 per map. There is virtually no texture alignment except for some doors and switches, taking advantage of the sector height sometimes for that work, and I made no use of support2/3 to separate different textures, using just angles as in some iwad maps. On the other hand I wanted very consistent themes so I used just 40 different textures per map as a constraint, including those for doors and keymarks as I realised some iwad maps use very few textures too.

    This Wad additionally comes with erkaknee.wad a complete conversion of the main episode to the "knee deep in the dead" theme. I used just the shareware flats and textures, just as I did with the favillesco episode 1, so no crates, compohso, gray, support3 or other textures we often see in E1 styled maps, nothing wrong with that, but I wanted to keep the vibe as close as possible to the original episode, although theese layouts weren't conceived as E1 maps. The conversion process was painfully surgical, I replaced all the flats and textures manually -not by a software 1 to 1 replace tool- because I had to rethink from scratch what E1 textures and flats would suit the preexisting rooms.

    65 downloads

    (55 reviews)

    Submitted

  11. aka "I want to be the memfis guy (maybe)".

    This is a single map (originally two, but i get out of ideas for this thing) sets into a tech base hidden and carved into a canyon \ mountain and some dangerous toxic waste submerged some part of the place. Watch out for secret sections that will appear from nowhere!

    The original title come from the attitude of the mapper mentioned before to post his works at the rythmim of 1, 2 and in few occasions 4 maps in doomworld or other forums, nothing else.

    Also, obbligatory based IWAD room in this wad as usual(?) tradition! can you find it?

    22 downloads

    (17 reviews)

    Submitted

  12. Devoured is a single level wad for DOOM II. It is meant to visually recreate the aesthetics of E2 from The Ultimate Doom.

    9 downloads

    (5 reviews)

    Submitted

  13. You and your team were sent to an underground UAC base that has been invaded by demons. As you enter, the cave collapses and you are left alone to fight the invasion!

    11 downloads

    (9 reviews)

    Submitted

  14. A vanilla map to further practice at my mapping style. Gameplay was the priority, but expect a few... surprises. ;)

    16 downloads

    (12 reviews)

    Submitted

  15. 2 vanilla maps inspired by the classics like Requiem.

    12 downloads

    (6 reviews)

    Submitted

  16. 2 maps, try to find Gusta with his beer on map01 (that's what keeps him busy instead of ksutra2).

    9 downloads

    (4 reviews)

    Submitted

  17. Short map, requires requiem.wad.

    7 downloads

    (5 reviews)

    Submitted

  18. This mansion-style map uses tag 666 so it occupies MAP07 slot. Many wood/panel textures is used. You are started in a small shed surrounded by zombiemen. Clean out the place and go forward to exit.

    6 downloads

    (4 reviews)

    Submitted

  19. Simple 2048x2048 map. Right?

    12 downloads

    (9 reviews)

    Submitted

  20. DAEDLUS2.WAD level names:

    Level 01: "Outpost"

    Level 02: "Power Plant"

    Level 03: "The Chapel"

    Level 04: "Courtyard"

    DAEDLUS3.WAD:

    This .WAD file is the third installment of the "daedalus" series, a replacement for levels 5 and 6. They are, appropriately enough, considerably harder and more complex than any of the previous levels. If you liked the first four levels, you should love these...

    Level Descriptions: -Level 05, "The Bastion" As you materialize on a teleport pad in a small brick room, the first thing to assault your senses is the putrid smell of rotting flesh. Turning around, you see that the source of this smell -- a dismembered Archvile chained to the wall. Not a good sign... But where the hell ARE you? Glancing up through the skylight (we'll pretend this is Heretic) you see that you have been transported deeper into the mountain range. The exact nature of this complex eludes you, however -- it must have been mostly constructed by the demonic invaders.

    In this level, your greatest challenge is the Bastion itself -- two large gates that are virtually crawling with enemies. If you can pass these, you can escape into the dark tunnels beyond. Don't be tempted to just run through this last section of the level, unless you're playing it on a really low difficulty level -- on most levels, your only chance is a series of "hit and run" attacks.

    -Level 06, "Research Labs" You stumble into the darkness of the underground passage, bloodstained and weary from your last battle. Pausing for a moment to catch your breath, you look around. The first thing that becomes clear to you is that these are not natural tunnels. The walls here are metallic, not earthen, and the now-familiar smell of seeping radioactive ooze permeates the area.

    You recall some rumours, back before the invasion, that there were hidden UAC research facilities in this part of the mountain range -- soon enough, you'll find out that those rumours were true. As for the specific type of research involved... well, you'll find THAT out soon enough, too.

    The darkness ahead fills you with an inexplicable dread, but you really only have two choices: strike ahead into the unknown depths, or turn back and allow the rest of your race to be butchered...

    7 downloads

    (5 reviews)

    Submitted

  21. The City of DOOM

    6 downloads

    (4 reviews)

    Submitted

  22. The Metropolis of DOOM

    10 downloads

    (8 reviews)

    Submitted

  23. My first wad in years, the maps increase in size and difficulty as they progress. A bit on the linear side, and there's seldom ammo to waste.

    13 downloads

    (9 reviews)

    Submitted

  24. This was one of my oldest if the oldest maps I have released publicly. It is a bit tight in space but a fair amount of action in a Tech/urban textured level.

    What is different with the tidied up release is fixing a few texture issues, 2 closed sectors and adding additional ammo and monsters to further balance out the map.

    11 downloads

    (8 reviews)

    Submitted

  25. /story One level - sequel to my Flay the Obscene.

    It is a map 14 level, so that you could actually load my flayobsc.wad and this one up in Doom2 and play them as a whole.

    Continue in this cold and hostile world in your mission to hold back the invasion of the aliens. Singlehanded you must fight your way through this brick and rock style world. How hard can it be??

    However you were told that these aliens showed no sign of intteligence and UAC headquarters believed that it was an easy job for you to hold back these "neanderthal beings". Your first mission proved that! They believed that they had no techological knowledge. However now you start to suspect that they may have some technological know-how afterall. Small tech devices are now appearing in this alien world and things seem less random and messy this time. Are you getting closer to a truth well hidden by the UAC? Or are you simply starting to get paranoia? Suddenly you don´t feel so confident in your victory afterall. Maybe there was a meaning as to why your first infiltration were so succesfull? As you hide in their bloody sewers, you are getting other thoughts. Your self-esteem are dropping rapidly as you look at the shotgun in front of you. Now you have another mission to fullfill!

    Well, I must admit, that I somewhere late in the process of this level, made some mistakes regarding this level. These have resulted in multiple changes and corrections in the making of the leveldesign which made some things differ a lot from my first ideas about it. It forced me to make some changes which resulted in a totally different outcome of the level structure and gameplay. So therefore, the level will never in my eyes reach the same quality as Flay the Obscene. Had these "things" never occured in the first place in the making of the level, and were I not forced to have corrected them negatively, well, then I guess the finished product would have been somewhat execellent. Because of all this, I have considdered making a special version of this level for zDoom, so that things might just go my way! It is, however, not settled yet!

    8 downloads

    (4 reviews)

    Submitted

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  • File Reviews

    • By Meril · Posted
      Like most of '95 maps, low details, square rooms etc. You can find here some weird use of textures and walkthroughalbe bars. In gameplay side, map is ok. No challange, but not boring neither. Overall is barely below average. 3-/5*
    • By galileo31dos01 · Posted
      Done on HMP/continuous/saves.   A super solid mapset I had the pleasure to play. This one felt like a modern adaption to the old known Scythe, while bringing its own personal style: it is divided into episodes, difficulty progression is highly notable between them, but monster density remains on the low side. Visually remains on the classic side, starting with tech bases, always indoors, then slightly pushing the player into open spaces connected with caves and lava, and more fleshy/spooky environments nearly the end of the set. Personally, I really liked that purple sky in mid maps, an unusual color in the game. While the author kept it simple with texturing, there's a lot of work on atmosphere and connection between levels. More specifically, in most maps the starting place is the previous map's exit room. If not then you'll know where you'll going to be, again because of the theme's consistency, which I liked a lot. One thing to point out is the usage of darkness in at least one piece of every map, something that always gave a sense of insecurity, as monsters had an advantage I lacked, which was pretty cool and tense (map 25 last room is dark and brutal, one of the most memorable moments of the set imo).   The combat and layout are the most consistent and interesting sides of this wad. Monster count might not be too high, but the author worked it out in way that little can still be brutal. The first and second episode are very low-key, with some surprises to introduce the player into what's coming. Third and fourth are more trap-based and also introduces serious (but simple) platforming/chasms. Last two episodes are what Moonblood as been anticipating so far, all of the previous but in a much brutal and unforgiving way, also including hectic starts. On par with this difficulty progression, there's monster progression, this means that each monster is introduced in an old-school iwad way, only barons appear much later than I expected. In terms of layout progression, non-linearity is what rules, excellently done btw. The maps will give you the opportunity to choose your way to find resources and deal with monsters. Despite playing on continuous, I payed attention to the weapons placement: it's not your usual classic megawad, there's place and time for each weapon to be the star of the map, usually provided near the starting spot, so the player has an idea of how's the map going to turn out. This kind of pace was really appreciated, since I enjoy variety. A final boss is included to give a conclusion to the story (quite a nice story, if you want to understand the author's view it's here), always nice to see custom endings that don't have an IoS, always nice.    Secret-wise, these are not just your typical misaligned texture, with usage of the automap and a good ear you can find them all, but they usually take an extra effort to find, more often related to audible clues. They don't give you much in general though, this is probably the only downside as sometimes I found single medikits and I didn't need them at all, but perhaps pistol starters might appreciate them more... My favourite maps are from the fifth and sixth episode, the secret maps too, since there were more open layouts and mixing of every monster/weapon. I think there was no map I disliked, well maybe map 26 which was quite good except for the many imps on ledges lol.    Overall, I dig this gameplay, very exciting, recommendable for anyone looking for classic adapted to nowadays perspective, if that makes sense. Uh just try it, Scythe and Jenesis fans can't miss this, my rate is 9/10. 
    • By Eye del Cul · Posted
      Interesting, but I'm not a fan of hidden buttons and convoluted gameplay. 

       
    • By Nine Inch Heels · Posted
      This is one beautifully crafted piece of well orchestrated torture.   UV-difficulty is by no means suited for players inexperienced in the slaughter genre, and even on HMP you're expected to get the very basics right.   What starts as a series of smaller, moderately difficult, albeit punishing encounters in seperate areas of this map evolves into a full blown fight for survival that takes place almost across the entire map once you unleash the final wave of enemies.   The layout of this map is nothing short of effective. By the time you got your first set of guns you will already have several revenants, a vile and more coming for you, while at the same time this map manages to deny you any sort of comfortable "cubby" that you can start working from at your leisure. Unless you really cleared out an area in this map you best keep moving, because something will shoot at you from somewhere and when you get hit hard anywhere down the line it's probably gonna hurt a lot in the long run. But don't be fooled into thinking you're simply going to carve out some space where you like and it'll just stay that way, that's not how this map is going to play.   If you plan on beating this map on UV, you're gonna have to do some very careful planning in order to not get blasted from seemingly out of nowhere at the most inopportune moments and have enough resources left to deal with the final wave of flyers in a "safe" fashion, relatively speaking. Situational awareness at all times, and a proper route is key here.   This was a tough nut to crack, but I had a good time with it. If you're anything like me, and you like to play maps you need to sink your teeth into, this little gem here is well worth downloading.
    • By Agent6 · Posted
      So here goes yet another wad, still played through GZDoom's Software render like everything I played before.   What do I think? Well, compared to the other Doom wads I've played until now I must say that this was honestly the most fun and exciting of all of them. The levels have a great layout and good enemy placement. Although some maps, especially towards the end, appear to go full b*llshit with the enemy count at first sight they are still really fun to play, quite unexpected to be honest since the difficult parts in the previous wads I played had the tendency to be really frustrating and often unfun, but somehow that's not the case here.   Most levels don't rely on a large variety of textures but they're still pretty beautiful, and none of them drag on or are longer than they really should be, with easy to find secrets, some of them being out in plain sight and very easily accessible, which is a bit questionable indeed, and the most difficult levels seem to typically take place in red, hellish, cavernous areas. There aren't any maps that I dislike, probably because the gameplay is solid all the time, and they give you just enough resources, no war of attrition to be found here. My favorite level is definitely going to be MAP11 Sneak Peak, I've seen maps and areas that make punching fun and satisfying, but so far none did it better than this one, just pure joy to be found here, and the best part? Enough resources so the game doesn't descend into madness territory, or perhaps it does, in mad fun if you know what I mean. I must also admit, I did not expect to run into slaughter levels at all, but they were pretty nice and not insanely cruel, yet this stuff is way beyond my league. I managed to finish them after a number of failed attempts, but I'll likely not get serious about playing slaughter wads in the future, it's just neither my thing nor is it for me and my skill level. No shame in admitting this.   My only gripe would be with the last map. And I thought post-MAP24 levels in Memento Mori 2 were annoying with their enemy counts, but since this one is a slaughter level as well just like the few ones that came before, and unlike the typical Icon of Sin kind of final maps, it's full of waves of Revenants, Cyberdemons, Barons, and other strong enemies, a really, really difficult and tricky map which can be confusing and frustrating at times, but it doesn't mock you with giving you few power ups and ammo and lets you die in agony afterwards. I'm just so damn glad to be done with it, I don't want to ever see something like this before me again, the horrors of hell will haunt my dreams forever. I also think that forced pistol starting levels wasn't a bad idea at all but rather an interesting concept, with great balance, and definitely much better than creating maps with crap encounters, tons of traps which often force you to take damage, scarce resources, and so on just to provide an artificial challenge to the player. They can be a bit difficult, but you only need to be careful, and fast sometimes, they're very far from insane or unfair. The timed level Run from It was just as interesting, but I had to Google a little after I died a few times because I couldn't understand what's going on in this map and why I keep dying out of the blue.   The music is also fantastic, the midis playing on MAP19 3000 AD and MAP20 The Starport being my favorite of all. Bit of a shame that it doesn't feature a complete replacement of the vanilla Doom music though. Other than this, and to sum things up, this wad should definitely be considered a classic from my point of view, it's a fine candidate to the title, damn fun and solid, I loved it.