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264 files

  1. HGCD2_DN11D

    I originally created this map for Duke Nukem 3D deathmatch. The map was extremely popular. I spent thousands of hours playing it on KALI. Now, I have redrawn it for Doom II deathmatch.

    16 downloads

       (0 reviews)

    Submitted

  2. HGCD2_DN21D

    I originally created this map for Duke Nukem 3D deathmatch. The map was extremely popular on KALI. Now, I have redrawn this famous map for Doom II.

    13 downloads

       (0 reviews)

    Submitted

  3. Gore5

    gore5 is like gore somewhat by theme another map file for Doom 1

    5 downloads

       (1 review)

    Submitted

  4. Gleam

    Silvery interior, a few open spaces. Small multiplayer wad with high action rate. It is based on a wad I played in 1995, but that I lost, and rebuilt in 1997. I lost that one too, so here is the third iteration.

    11 downloads

       (8 reviews)

    Submitted

  5. Shadows of Iscariot

    This is my tribute and homage to Stragenl's awesome

    2 downloads

       (0 reviews)

    Submitted

  6. GORUZIG2(K-POST)

    やっとアップ出来るレベルになりました。まだ多少ミラー等残ってますが、私に  は時間がありません。(;;) 前作と比べると完全オリジナルという事もあり、10倍  は軽く苦労しましたが納得できる仕上がりになってます。

       GORUZIGシリーズ゙のコンセプト "どこでも2方向以上から狙われる” "猿のよ  うに高いところを飛び移れる" という約束事を守りつつ出来上がったのがこの  WADです。 ちなみに私の職場をモチーフにしてます。  実はこのWAD(職場)を作りたいが為にDEUを勉強しました。(^^;  自分が思っていたより数倍面白い(はず)物が出来てしまったので、GORUZIGシリ  ーズもこれで終わりかもしれません。(笑) 

     前作GORUZIG1で懲りてしまった方(笑)、気に入った方、やっていない方、とにかく  1回遊んでやってください。m(__)m  はっきり言ってこれは絶品です。(^^)v ...多分だけど(笑)

     最後になりますが、あなたの数多くの助言のおかげでいいWADができました。  ばろんさん、最高に感謝してます。(^^) m(__)m

    4 downloads

       (2 reviews)

    Submitted

  7. GORUZIG3

    全国1000万のGORUZIGファンの皆様!!

    長らくお待たせいたしました。ようやくGORUZIG3.WADの登場です。(^^)ウッキー 残念ながら、おそらくこれが最終作です。

    構想期間3ヶ月、作り直しが何十回と、えらい苦労しましたが面白いかなあ? 熱い撃ち合いになるように工夫しましたので、遊んでやってください。m(__)m

    最後になりますが、全宇宙最高傑作GORUZIGシリーズの為に、助言、テストプレイ、 世間話等、不眠不休で付き合って下さった ばろんさんに、この場を借りて お礼を申し上げます。ホントに長期間お世話様でした。m(__)m

                                        BXH01167 プロ猿ファーごる

    6 downloads

       (4 reviews)

    Submitted

  8. GORUDAS1

    今回は、あまり気合入れないつもりだったんですが、そうでもなかったっす(^^; それなりに遊べるようには作っているつもりですので、楽しんで下さい。 なかなかイケルはずです。

                          BXH01167 プロ猿ファーごる

    5 downloads

       (3 reviews)

    Submitted

  9. [GL] Deathmatch

    A compilation of Deathmatch maps made by the [GL] Team.

    24 downloads

       (16 reviews)

    Submitted

  10. Ghost House

    Doom2 wad made to look like a haunted house

    4 downloads

       (2 reviews)

    Submitted

  11. Italian Doom - DeathMatch

    This is a bonus level for the "Italian DooM" series: it is a DM map, whose layout fits FFA better than duels. It was originally designed by Toranaga and then revamped and completed by me, Ismaele. It is vanilla Doom compatible, but I suggest that you use ZDaemon to play it on-line. WARNING: The new background music is a .MIDI, so you'll listen to it only if you use a port that can play it, such as ZDoom-based ports (ZDoom, GZDoom, ZDaemon...).

    6 downloads

       (4 reviews)

    Submitted

  12. GBA Deathmatch Levels

    This is the Deathmatch Levels from the Gameboy Advance version of Doom ripped using Kaiser's excellent GBA Ripping tool. The maps inside were organized by me, and I aligned all the textures, fixed a bug, and optimized it.

    431 downloads

       (13 reviews)

    Submitted

  13. Hell Deathmatch

    8 levels of deathmatch experiment but some are fun

    5 downloads

       (2 reviews)

    Submitted

  14. Illusion

    A tricky Deathmatch .WAD that adds a lot of strategy into the game. Great for 2-4 players.

    5 downloads

       (2 reviews)

    Submitted

  15. Euphoria In Green

    This is the updated final version of my first map....feel free to e-mail me with any thoughts or suggestions

    12 downloads

       (7 reviews)

    Submitted

  16. HELLYEAH! (legalized version)

    Level 2: This level is probably my favorite... Its not too big, not too small.. It even looks good.. Level 3: This is a small, quick frag level.. There are a few secrets to it...try and find em.. Level 4: This is a wad a friend made...I did the textures though..Be careful that if you hit the light switch, that you can find your way back.. Level 5: This is my first level ever made.. (ROOSTER.WAD) i went and added a few more stuff. basically cleaned it up.. Level 6: This level is made for 4 player..it can be played with 2 players, but its a little too wide open... Level 7:Ryan made this level..its his first attempt at a wad...he did pretty good....I helped out with some of the textures though.. [Note by the uploader: Level 1 has been a modified version of MAP01 from DooMII. It has been removed to make this upload to /idgames legal]

    3 downloads

       (0 reviews)

    Submitted

  17. GAD002.WAD

    The ultimate four player Deathmatch wad, with some really nasty traps. Lots of big areas to do battle in, but the level is not that big to find your opponents. Music from Doom 1 E1M2 has been put in. Enjoy!

    4 downloads

       (0 reviews)

    Submitted

  18. GAC001 Created 2/26/95

    So, you have played all those Deathmatch wads over Dwango. Well aren't you kind of getting bored of Deathmatch? Here's the sollution! A co-op level of nightmareish proportions.

    3 downloads

       (1 review)

    Submitted

  19. HIDE & SEEK

    This is a pretty simple level. KILL YOUR ENEMY!!! There are many false walls to hide behind and SNIPE!!!

    2 downloads

       (0 reviews)

    Submitted

  20. The Cookie Monsters Deathmatch

    clean deathmatch level

    7 downloads

       (2 reviews)

    Submitted

  21. Hemdale

    Decent size Deathmatch level with lots of detail. Should be fun for any amount of players!

    6 downloads

       (3 reviews)

    Submitted

  22. Halogen

    8 downloads

       (5 reviews)

    Submitted

  23. Godless 4: Kingdom Come

    DooM 3 was almost upon us, and with only one more set of eight levels to go before having enough to make a Godless megawad, the Berry Creek Deathmatch Team kicked into high gear! These are the last levels. The megawad featuring them should be out shortly.

    6 downloads

       (1 review)

    Submitted

  24. Gardensnail

    Medium size DM map, small building and its garden. BFG and Plasma are little harder to get. Play it oldskool, no jump, no aim, etc.

    4 downloads

       (2 reviews)

    Submitted

  25. Yesterday's Brownies

    A medium-sized Doom2 DM level (2-4 players).

    The layout and style was influenced by my Q3A map "Future Brownie", which was a derivative of my Q2-turned-Q1 level "Farewell to Fudge Brownies".

    This is very likely my last Doom2 level ever. I only did it because I felt like it. Please don't ask me to join your wad project ;-P

    11 downloads

       (6 reviews)

    Submitted

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  • File Reviews

    • By Havoc Crow · Posted
      An example of how not to make a map. Lots of ugly rooms filled with same types of enemies. The blue key room in particular has about ten hell knights and barons trapped on pillars, and you have only a super shotgun to fight them; thankfully, what _would_ have been a mind-numbingly boring fight is skippable because the blue key is right there for you to take. Errors large and small abound, such as the pass-through metal bars or the clumsy approach to detailing and shading.
      New music, in the form of a bad-sounding midi which barely has any rhythm.
    • By Havoc Crow · Posted
      Finished within 4 minutes or so A 2016 re-release of a 1994 level. The text file warns: "Bad, really bad 1994 quality", and is right; there's nothing whatsoever interesting about this level -- you enter one flat room after another and shoot at haphazardly spread out monsters. There is an "invisible teleporter" gimmick which, however, I have barely noticed in my playthrough. The exit isn't even hidden or locked in any way, and can be easily stumbled into accidentally. There's nothing to say.
    • By Havoc Crow · Posted
      The map feels very linear throughout, with you basically doing one thing in each room and moving on to the next. The rooms are very varied though, and there is actually something pleasant to uncovering the successive areas. There are some puzzles, one of which involves illusionary walls, with a zombie shooting at you from "nowhere" being the only hint; this is a clever puzzle but it could ruin the map if the player accidentally kills the zombie early and gets stuck. The spiderdemon hall near the end contains what is either a glitch or a really annoying "trick": columns that seem safe at first, but actually don't shield you from the spider's gunfire at all.   Almost finished, ~20 minutes; died to the spiderdemon.
    • By Havoc Crow · Posted
      (MAP03 review only)   Finished, ~20 minutes Yet another map which drops the ball in terms of difficulty. Health is provided in extreme abundance, and even when heftier enemies show up, their attacks are easy to dodge in the huge arenas (even the cyberdemon/spiderdemon fight at the end provides such ample cover that you need almost to be _trying_ to die -- as, uh, has happened to me). I've once read that, with the advent of modern source ports which streamlined mouse aiming, older Doom levels suddenly became very easy; this would explain why so many of these mid-90's maps feel so strangely unchallenging...
      The area beyond the yellow key door offers a more interesting fight, what with the corridor filled with lost souls. However, the map quickly loses momentum after that, wasting the player's time with the pointless room of six teleporters, which all turn out to lead to identical closets with medikits. Turns out, that room is just a red herring; the real way to progress is to open a door indistinguishable from a wall. Annoyingly, having to hump the walls to find the hidden door happens several times throughout the map.
      Powerups are scattered haphazardly, including a pointless invulnerability sphere, numerous invisibility spheres despite the total lack of hitscanner enemies (this is another 90's thing, it seems; did the people back then _really_ think invisibility spheres helped against projectile-throwing demons?), and a light-amplification visor despite a lack of dark areas where it'd be useful.
      The map topology is as basic as it gets: a small starting room with four doors, one initially open and three locked with keys, each door leading to a totally separate area housing the key to the next door over. Each area is distinct visually, although there's a lot of simplistic-looking, overly large rooms. There's fairly little interconnection between individual rooms within each area; mostly you just progress from room to room, and things like windows are rare. The map suffers from "symmetry syndrome", where the mapper goes out of his way to make every room symmetrical, without thinking if it improves the room or not (example: in the red door area, there's a side room housing an irritating slow-moving lift, not worth visiting except to get 100% kills... and this side room of course gets dutifully duplicated on the other side of the area).
      There is custom music in the form of a rock midi, not particularly well-made, but not overly grating either.
    • By Havoc Crow · Posted
      Played for 13 minutes before dying. Did not enjoy this one; the caves ("catacombs" according to the text file?) section being unmapped AND full of samey corridors AND full of "mystery meat" switches was obnoxious. Likewise did not enjoy the "nested squares" section at the start, with ugly gray walls. Only visual highlight I've seen during my playthrough were rooms with water pools. Could not find a way to access yellow key, or do much of anything in the nukage area except dying, although it was satisfying to risk the run across nukage in hopes of finding a radsuit--and subsequently find one. 
      Slightly interesting is how enemies roam the interconnected caves and can surprise you from unexpected directions, but this only happened to me once or twice. 
      The revenant was placed uselessly and could be taken out too easily with hit-and-run tactics. 
      Too generous with health (soulsphere) and weaponry (room in caves). 
      The entrance to caves, with a long corridor which has to be entered from a demon-infested pool, was a briefly tense moment, but not sure if the demons chasing after me from the pool could enter the cave area; would have made for an even tenser experience.
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