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Ports

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The files in this directory are designed for one or more of the so-called "Source Ports", which are modifications of the DOOM source code that was released by id Software in December 1997. You will need to look through the text files to see which port a wad was made for. Some will work on more than one, and some are very specific not only to which port but to which version or modification of that port. If you have any questions or problems with these files, contact the authors. Their email addresses should be in the matching .txt file.

1 file

  1. _1-tower

    A medium sized, medieval themed and detailed duel map with two areas separated by a tower, with a main focus on the SSG per usual. No jumping or crouching. My first try at making a duel map.

    23 downloads

       (1 review)

    Submitted

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  • File Reviews

    • By yurikasupershotgun2311 · Posted
      i love fungus abortion thank you :) my girlfriend said i suck at doom and she lowkey kinda bullied me but its not ur fault i love ur level mr or ms or mx guest :)
    • By Lmao · Posted
      I like it, now we need an official quad-shotgun 
    • By Mizuki_Jun10 · Posted
      DOOM: Awesome, Episode 1. For me, it was worth playing this episode because I particularly like Episode Replacements!   Just now getting to know Giest118 thanks to this level design work, I realized that he is very talented in organizing symmetrical layouts in a consistent way, like well-placed and built rooms, which really makes you recognize good architectural work on the maps, and in my gameplay, that was what I noticed the most potential in overall.   However, this episode lacks a lot of elements in general, and they are quite specific, since this episode is not bad, but I would enjoy it more if it executed those specific elements better, such as: enemy positioning, texturing, charisma, etc.   The enemy positioning really isn't that pleasant, with them being placed repeatedly, thus making the combat monotonous and extremely predictable many times.   And although the texturing is far from being considered bad, it rarely reveals details and a very high quality positioning, we rarely have misaligned textures, but overall, we don't have something high level, however, being realistic, many of the details in the maps do justice to the quality, but not enough.   We had very good moments here and there most of the time, nothing incredible, the level that caught my attention the most was E1M6, this level is a classic! And it made me love the episode as a whole, however, it doesn't hold up to the quality of the entire episode alone.   The final battle was quite monotonous due to the layout, and too many heavy enemies without the player having better resources, and I dare say that it was quite disappointing to have a final fight like that, I wish it were better.   To recap more directly, the maps are good, but they are not that memorable, with many of them holding unimpressive moments, with E1M4 being a good example since it was the level that best describes what I said earlier. The enemy positioning could be better, the architecture is very good, the details are good, at times it is lacking, and it lacks more of the positive aspects that E1M6 has for example.   I can say that DOOM: Awesome, Episode 1, is an average episode, unfortunately.
    • By Daemonic Synergy · Posted
      Good stuff. A very pleasant surprise. I stumbled upon this by chance. Someone mentioned it and I realized it was something I had not played before. I dove right in completely blind and I'm glad I did. Not too complex or overwhelming, but with enough action to keep you consistently engaged. Right up my alley.  
    • By Alexandra · Posted
      Appreciate the maniacal level of attention paid to texture alignment in these lo-fi E2-styled spaces. An easy, gentle appetizer for the harder WAD you'll play next.
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