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9 files

  1. 1vs1

    This Is My First Map. It's Designed For DEATHMATCH

    I Hope You Like It!

    3 downloads

       (0 reviews)

    Submitted

  2. 40oz showdown.

    CTF map made for 40oz as a wedding present. Quite a weak map in my opinion (I haven't tried it myself) but it seems a little flat and perhaps a little claustrophobic just by looking at it in the editor. Just don't expect Status: Idle, RMIF or some other IDL quality map.

    3 downloads

       (3 reviews)

    Submitted

  3. Forward Deathmatch

    A deathmatch level based on some houses on my street. In one of the basements is Stargate Command from the Sci-fi show "SG-1".

    4 downloads

       (4 reviews)

    Submitted

  4. 50 frags 2.0 (zdaemon friendly)

    Small deathmatch wad for lots of frags with a small group.

    0 downloads

       (0 reviews)

    Submitted

  5. 8 Bits Deathmatch

    This is a try to recreate Doom as it would be done in the 80's :P. My first DM package. So it's not as great as Exec.wad, brit11.wad or dwango serie... Remember 80's? Oldschool graphics from old arcade games? Expect hyperactive graphics and music, fast Deathmatch and a very original concept. It's just weird. Try it!

    31 downloads

       (31 reviews)

    Submitted

  6. 2DMMAPS

    21 downloads

       (16 reviews)

    Submitted

  7. 50 frags

    Small deathmatch wad for lots of frags with a small group.

    6 downloads

       (6 reviews)

    Submitted

  8. Two Fort Capture the Flag

    I was bored one day and decided to make a TF level for Doom. Even though TF isn't really out there, I did it anyway. Then when Doombot 4.0 had CTF working I converted it over. The bots run quite well with the nodes, so a match should be quite good. If anybody makes a demo please send it to me. I'd like to see other people play CTF against Boombots. These guys are frig'n good.

    1 download

       (1 review)

    Submitted

  9. Deathmatch Fava

    1 download

       (1 review)

    Submitted

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  • File Reviews

    • By SeanLeal · Posted
      Dear Doomkid,

      I was involved in the design and play-test of each of these levels. Please know these were created from *scratch* and we spent our time making sure the levels were as playable as possible. We were not terribly focused on texturing, other than to give players positional awareness in different parts of each arena.

      Map 6 -- Offices of Death -- Was intentionally designed to be as accurate a representation of the office we worked in as possible. Admittedly, playability was taken as a second priority. We did manage to create working "elevators" and "stairs" to give the illusion you were going up and down floors. I was pretty happy with how we did.

      Considering it was 1996, and no way to simply "Google" different ideas. Your best bet at the time was to jump onto the Usenet and hope you could find a decent board with active members. Other than that, it was pretty much all self-taught.

      I'm glad you enjoyed the other levels. Yes, they are old-school, big arena, style. We spent a LOT of time trying to make sure they were as balanced as possible, with escape routes, and required risks for rewards.
    • By Summer Deep · Posted
      Excellent stuff for the mid-1990s. Lots of action, good layouts, pretty challenging on UV.    9/10
    • By Meril · Posted
      For 1995 design is ok. But is VERY short. 3 min in slow pace.  Map is easy af.
    • By Meril · Posted
      Square rooms, no details, ugly. Secrets aren't flagged as secret. Only for crappy-wad-lovers.
    • By Meril · Posted
      For 1995, not bad. Some ideas, are really cool, but they're mixed with dumb things. Texture misalignments are common. Overall I had nice time with this.
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