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455 files

  1. Dwango3a

    9 downloads

       (0 reviews)

    Submitted

  2. Fuzz 2016

    Back in 1996, when the sun was shinier and the grass greener, some GinsuMan released a DM level called "Fuzz 1". It was a primitive arena with some walls and lots of BFGs and SSGs. However, it had one dumb idea: those walls were actually 2S impassable linedefs, thus, you could shoot through walls. 20 years later, some really cool guy and genius mapper decided to fix the mistake.

    Also, I haven't uploaded anything in 4 months, so I had to tell people that I'm still alive!

    2 downloads

       (1 review)

    Submitted

  3. Disaster Area

    A wad for duel with DOOM2.wad

    4 downloads

       (4 reviews)

    Submitted

  4. Disaster Area

    A wad for duel with TNT.wad

    7 downloads

       (6 reviews)

    Submitted

  5. Doomkid's Deathmatch 3!

    Greetings Deathmatch fanatics! I've slaved over Doom Builder yet again and constructed 12 more deathmatch maps for some fun fresh fragging. These ones are a bit different than my older maps, I went in with the goal of creating some really powerful, replayable layouts. The better you know the turf, the better you'll do in game - There are lots of secrets and hidden bonuses.

    9 downloads

       (5 reviews)

    Submitted

  6. DieAngle

    Relatively small deathmatch level designed around equilateral triangles, a much less common shape for Doom levels than rectangles or isosceles triangles.

    There are six switches in the level: a (clearly- labeled) exit switch, a switch by the rocket launcher that provides access to the soulsphere, and two pairs of switches to provide BFG access. One pair opens the teleporter to the BFG, the other pair opens the doors of the BFG room.

    2 downloads

       (2 reviews)

    Submitted

  7. Doomkid's Deathmatch 2!

    Hello again fellow Doomers. Here I have 15 more deathmatch maps for you all to enjoy, as usual! I think people who are familiar with my deathmatch stuff will find these to be above my previous par - I spent more time than usual working on tactical layouts and clean visuals, while keeping the maps fairly simple/accessable to any player of any skill level. Some of these are remakes of older maps of mine, but revamped for a deathmatch. If you're familiar with them you'll have an advantage when you play online. Each map is full of secrets so wall humping anything that may look out of place is always a good idea. Map10 has a -ton- of secret areas and walls that can be walked through, and the layout of the map changes a lot if all the switches are found, turning it from a tactical map with hiding spots into a totally level playing feild. I hope you all enjoy these, I had a lot of fun making them and testing them with other doomers!

    13 downloads

       (9 reviews)

    Submitted

  8. Doomkid's Deathmatch!

    Here are 15 Vanilla-limit removing DM maps for your enjoyment. Some are known to crash DOS Doom 2 (Damn Visplane overflows!) but every other port including Zdoom, Zdaemon, Zandronum and Doom Legacy all run them just fine. I put a lot of calculation into these layouts, especially regarding the BFG. Good luck finding it and use it wisely, or just grab the SSG and go nuts! Some of these maps were originally for Deathmatch Revival, thanks to the DMR team, W1D3A55, Doomguy93, Joe Pallai and a big shout out to Death Egg and the Switcherdoom! team as well. Cheers!

    14 downloads

       (11 reviews)

    Submitted

  9. Die here !

    3 downloads

       (3 reviews)

    Submitted

  10. doomsday

    2 downloads

       (2 reviews)

    Submitted

  11. The complete DM2x.WAD series

    Five simplistic 1994 levels.

    3 downloads

       (3 reviews)

    Submitted

  12. D2PENDPP.WAD

    A poor deathmatch-only map. No exit.

    2 downloads

       (2 reviews)

    Submitted

  13. Death

    2 downloads

       (2 reviews)

    Submitted

  14. Dan's War

    2 downloads

       (2 reviews)

    Submitted

  15. FGCanyon

    4 downloads

       (3 reviews)

    Submitted

  16. Dark Maze

    1 download

       (1 review)

    Submitted

  17. Deimos Carnage

    Medium sized Doom II deathmatch level with Shores Of Hell style design. Good for 4-6 players.

    1 download

       (1 review)

    Submitted

  18. Doom Fort

    Deathmatch level

    5 downloads

       (4 reviews)

    Submitted

  19. Doomers.wad

    This is a level for Doom II based on MyHouse2.wad by Noah Haskell, Email Address noah@seas.ucla.edu This is a blueprint accurate WAD of Noah's house. I have made a few changes to the floor plan and many changes to the textures and other interior appearances. THE TEXTURE ALIGNMENTS ARE FLAWLESS!! There are hidden teleporters, detailed furniture, and a couple great hiding places. Be sure to check out the fireplaces! Enjoy!!! (please tell my what you think!!!) The easiest way to run it is to put all the included files in your Doom II directory and run DOOMERS.BAT OR If you NEED to use CHEAT (debug) mode, run EZ.BAT This will be skill level 1 and most of the bad guys will be Wolf 3D Characters.

    4 downloads

       (3 reviews)

    Submitted

  20. Mage's second deathmatch level *deaTHma2*

    One deathmatch level. Kill your best friend!!!

    2 downloads

       (2 reviews)

    Submitted

  21. DARK PLACES (for DOOM v1.666+)

    Another level inspirated by Quake, DM6. Pick up gun, run and shoot! The problem was, how to build one corridor above another...

    6 downloads

       (6 reviews)

    Submitted

  22. THE FRAGPACK- Unbelievable Deathmatch Wads for Doom II

    Are you tired of downloading shitty wads? We are too, that's we we're giving you the best wads we have ever seen (never mind the fact that we made them too..) These work best with Altdeath, and Respawn. (Individual map descriptions in Fragpack.txt)

    4 downloads

       (4 reviews)

    Submitted

  23. Dw29

    A DM map without any visual dazzlement or detail but with solid gameplay and flow. (So I'm told) The map layout is a long bean like main area (sector) connected to many outside higher sectors with lots of ledges and two raised walkways intersecting the central sector. If I ever complete Greenwar2, expect to see this wad in it. The name comes from a series of wads I started making around 2002 inspired from dwango5 map01.

    4 downloads

       (3 reviews)

    Submitted

  24. Fray

    Nine deathmatch maps, authored individually over a period of 3 years, then collected. Designed with altdeath play in mind.

    3 downloads

       (3 reviews)

    Submitted

  25. DM2NIN.WAD

    A place for killing each other (some monsters too).

    1 download

       (1 review)

    Submitted

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  • File Reviews

    • By Spectre01 · Posted
      Long, grindy, and generally low-threat slaughter. Combat choreography is largely absent and the majority of the map is occupied by clusters of the same monster blocking your path. Speaking of blocking, monster block lines are often employed in strange ways, allowing the player to door and hallway camp the enemy hordes. Potentially deadly traps are neutered by frequent invul spheres which enable trivial BFG facerolling. Detailing ain't too hot either, with the majority consisting of monotextured square rooms and hallways. Some cool sector work is present among the minimalism and the scale of the final area is certainly impressive (the 300+ Cacos which take years to float into firing range, less so). If you want to spend over an hour spamming BFG and rockets, I suggest you play (or replay) Cybersky instead by the same author - it looks and plays better. 2/5
    • By Juza · Posted
      Frankly, if you're looking for more Plutonia, this isn't the deal. It's very different, but it's still very good in every aspect. I'd recommend it not for having the Plutonia name in its title, but for being such a good wad in itself.   Being that this was made by a lot of people™, it'd be impossible to talk about how each map performed, but they all pretty much draw resemblance to each other, while also possessing some of the designers' unique quirks visibly into them. Nothing's perfect, so there's a handful of levels that either aren't made for most people or straight up suck (like MAP15, and, arguably, 25).   Every level is challenging, even more so than the original Plutonia ones, though it still possesses Plutonia's design of combat of placing the player between a rock and a hard place in nearly every area, sometimes executed poorly, like trial and error, which can feel unfair.     Visibly beautiful and playfully slaughterful, fitting with its great soundtrack.
    • By rdwpa · Posted
      Pagan's Run is a lengthy "Run From It"-style map. "It" isn't the silent curse of that infamous Scythe map, however, but rather lethal threats located in the map itself. Caged cyberdemons pump rockets into your butt, and pesky fodder loiters in your path, which once in a blue moon is flattened by a crusher or narrowed into a Chasm-like sliver. Most of the tests over the 2.5-minute trial are fundamentally similar, testing consistency through repetition, but they evolve and morph into different forms: At first you're shooing zombies with shotgun blasts, soon you're navigating barrel clusters with spiders trying to show you love, by the end you're cleaving through greeting mobs with plasma, cybies looking on.    At best, I found Pagan's Run exciting and inventive, and I love movement test maps. But implementation flaws were too common -- potential linedef skips, floors with a fluky chance of not rising if blocked by a monster, and a late unguided drop seemingly designed for freelook. The latter hurts FDA value even on lower difficulties. On UV early, hitscan RNG was disproportionately impactful even with perfect shots. HNTR and HMP seem better. 
    • By rdwpa · Posted
      This one is fascinating. It's a squiggly techbase full of wacky oldschool angles drawn off-grid. The design has a lawless '90s vibe of "appealing ugliness," but with a higher detail level that befits its actual release date (the current Doomworld Files screenshot doesn't reflect this). The mapper clearly had an education in craft, shown by skillfully intricate use of the sky horizon trick and other effects. It reminded me of Didy's mapping in a few places.   Runtime was unexpectedly short, under 15 minutes for me. Many of the 200-odd monsters appear in messy but satisfying brawls, using lots of low-tiers with bulkier stuff tossed in for emphasis. The balance is very lenient and favors near-total dominance of the SSG, once you are equipped with it. Power weapons exist but are provisioned stingily.
    • By antares031 · Posted
      - Above average and interesting map design! - All maps keep the theme of the episode, thus constant. I can remember every unique map. New custom textures were used in all maps, which resulted in a beautiful look throughout the whole megawad. A few maps are just empty, because they were designed to get you out of their stations connect the levels as a hub area, giving you an interesting experience with progression. - Designer had a great idea to finish the wad in MAP25, which is phenomenal under vanilla limitations. - Above average gameplay. Trying to create a great gameplay experience, the designer put A LOT of interesting, but challenging encounters. - Such a memorable ending. Seriously, just download this wad and check it out for yourself.
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