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61 files

  1. Castle Argh!

    This is a deathmatch area. There's a castle with 4 corner towers. There's a moat around the castle. Inside on the bottom floor there is a maze at the center of which is the map's only megasphere. But, you have to press the button in one of the 4 corner towers to lower it. So... good luck with that.

    The outside is open but with few items. The main weapons are in the towers. The maze and the inside ledges are filled with goodies.

    All weapons are present except the BFG.

    As stated elsewhere this map requires GZDoom and while it might run on other engines it will not play correctly without the bridges, ramps or the ability to jump.

    1 download

       (1 review)

    Submitted

  2. Caged

    1344x1344 cage match, 12 DM starts, two weapons and a few powerups. Switches in the middle lowers the powerup platforms. Every health/armor are located in awkward spots, so watch out!

    1 download

       (1 review)

    Submitted

  3. Castle Arena

    For more Doom 2 levels and other horror-themed entertainment products visit http://www.innerdemonentertainment.com/
    This map is a simple deathmatch arena in a medieval castle. It consists of an inner courtyard and keep (central tower), the inner walls and towers, and the outer courtyard. Yep, it’s a castle! Use the inner walls and adjoining towers to gain a commanding view of the surrounding terrain. The difficulty settings can be used to customize the level:

    3 downloads

       (3 reviews)

    Submitted

  4. Abandoned Misery

    This map was included in my huge project 'TGRDM3'(Morgenstern) that originally started back in 2007, but I finally decided to kill the project on the 26 October 2014. The development time was going to take several more years to complete, and making maps that uses 3D Objects - heavily - on a 2.5 game engine is overly complicated along with its limitations. Abandoned Misery was originally half-way designed back in 2010, but later completely redesigned in 2013 (which is the version released). I honestly believe that this is the first - real successful Deathmatch map I have ever created in my entire history of Doom modding. Call me bias, but I have rejected approximately 37 maps that I have created for the TGRDM3 project, but this map is one of the survivors in the new stock set. I hope others enjoy this map and possibly use it for other projects.

    Revision Update (23 June. 2016) This is a revision update from the last known release. Updates: This update addresses several issues and minor changes that were resolved in the TGRDM3 project and has been imported onto this project. Imported the maps from TGRDM3 to AMISERY: Abandoned Misery and Abandoned Misery [Lite]. This is an updated version of the maps previously released back in 2014. Notable fixes: Jump Pads, Camera Textures, 3D Teleporter support Various and minor changes are also included. Any specialized TGRDM3 features that were not present in AMISERY were excluded. For example, Jump Pad sparkles, various sounds, ring spawners, and others, were excluded. Fixed the Grenade's bouncing sound. Previously, this did not work as intended. Grenade now inherits from the Grenade Class defined in ZDoom. Updated the Performance Note Updated the texture credits.

    Revision Update (13 September. 2015): This is a revision update from the last known release. Updates: Added duplicate version of 'Abandoned Misery' (MAP01) -> 'Abandoned Misery [Lite] (MAP02). This map is designed primarily to resolve frame rate performance issues by removing some resource intensive features. Also, with removing such features such as floor reflection and mirrors, this should be less confusing to players as it - could be possible for players to mistake themselves as an opponent within the game.

    Revision Update (12 September. 2015): This is a revision update from the last known release. Updates: Imported the ZMapInfo lumps, yet modified, that was originally from the TGRDM3 project. Replaced the map 'Abandoned Misery' with the version from the TGRDM3 repository. This mainly (and should only) include weapon and THING placements. Imported the competitive weapon stock set that was previously in the TGRDM3 repository. This effectively means that all of the weapons used within the map, contains very different properties based on the original Doom game itself. For example, rockets are much faster, shotguns have a vertical and horizontal spread, super shotgun has a slightly tighter spread, and much more.

    Revision Update (31 December. 2014): This is a revision update from the last known release. Updates: Added Fog using resources within the Realm667 site. Added Sector Fog Added Rain using resources within the Realm667 site. Added splashes using Enjay's "Splashes" resource mod file. Added one ogg music file from 'Shane Strife'. (see \Documents\Credits.txt for more details) General map fixes and updates For example; the glass ceilings where not set properly with the currently used sky. Some instant death sectors where not set properly. Texture alignment

    Performance Notes: This map might be rather resource and rendering intensive on various systems abroad. Here is a few Console Variables that could help a bit by disabling some special features based on the GZDoom engine: Line Mirrors --> GL_Mirrors (or R_DrawMirrors for Software Renderer.) Sector Reflections --> GL_Plane_Reflection Dynamic Lights --> GL_Lights Draw Translucency --> R_DrawTrans Rendering Precision --> GL_Render_Precise

    7 downloads

       (7 reviews)

    Submitted

  5. ACHTUNG!

    Achtung! das ist krieg los hier!! This is a great level for killing each other and yuuup.... really nice looking level. It took me about 8 hours to finish all of these work, Rammstein's song in it so it's just cool. And i think you will enjoy the gameplay of it.

    0 downloads

       (0 reviews)

    Submitted

  6. Blooded Bricks

    A medium sized duel/deathmatch map designed for 2-6 players.

    Type 'Map BBRICKS' in the console to load the map.

    This map is an attempt to fuse traditional Doom deathmatch design with some new elements to keep things fresh. Despite being a 'newschool' map, jumping is not required and crouching is even discouraged.

    Have fun and happy fragging!

    1 download

       (1 review)

    Submitted

  7. Charge Sequence

    Chagre Sequence is a simple CTF map designed for 8-12 players. There are five routes going through the map. Each one of them is connected to eachother, and all five are shared by both teams. There are plenty of bridge things, so make sure to have co_realactorheight set to 1 (or whatever is the corresponding command in your source port of choice).

    3 downloads

       (3 reviews)

    Submitted

  8. Awesome Panda DM

    A set of 13 maps created by myself because I felt like creating some maps. The music is sequenced by myself, apart from map 11.

    Don't play map 13 if you're epileptic, by the way.

    I was gonna use the Club Doom music, but I dunno if I can.

    3 downloads

       (3 reviews)

    Submitted

  9. Butthole Deathmatch

    (THIS MOD INCLUDES 3D FLOORS AND OTHER OPENGL RELATED FEATURES. PLEASE, SET YOUR RENDERER TO OPENGL BEFORE PLAYING)

    The whole purpose of this DM mod, apart from bringing some sort of LGBT theme to the map design, is to introduce myself as a gay doomer with a Doom-related contribution, due to the most of homophobic quirks around the Doom Community. I, myself, am an homosexual person, and find the lack of LGBT presence on the Doom world pretty much disturbing. The mod includes 5 deathmatch maps anyway, which base off on being outside of the typical brown color scheme with a detail color base of pink. New weapons are included, and the gameplay bases off on these along with a new concept present on several of the five maps: camper zones. These hold sniper rifles to camp from and at the same time, the snipers are compromised to being some sort of easy target design wise, so the gameplay remains a bit balanced. Now, enjoy, and don't forget Zandronum is recommended for this, due to just one map that uses 3d floors. (Though it has bridges still on Skulltag for compatibility's sake)

    14 downloads

       (14 reviews)

    Submitted

  10. Chill 3

    After a year of on-and-off surgery, the second sequel to Chill has finally hit shelves, all bandaged up and ready to roll. Across nine unique, sleek maps that include two guest maps from mapping heavyweights Ralphis and RottKing, Chill 3 pulls you, your brain, and your gun into explosive action. Within seconds you're flying, dodging, sprinting, hoarding the shit out of items, teleporting, thinking up the next move to bust, pumping rockets and balls of energy through hallways, hiding and laying low, taking stabs at where the fuck your enemy's creeping at, and trying your luck at long-distance shots with the boomstick, all while treating your eyes to some crisp architecture and the ears to the flow of the backing funk: the flow you gotta feel when winding through the levels (if you wanna win, of course).

    Enjoy and rack up those frags, fool. Don't wait to blaze through the latest and greatest of 1-on-1 stages.

    17 downloads

       (16 reviews)

    Submitted

  11. Mechanical Death

    Two small deathmatch levels for Zdoom/Zdaemon -maybe they work in Skulltag and other ports, too; not tested-, made at the request of the ABC clan, from Mexico. Designed for fast games and 1vs1 battles... And with new graphics and music. These levels were built in january-february of 2005.

    0 downloads

       (0 reviews)

    Submitted

  12. Chill 2

    The grand sequel to Chill, featuring three maps previously unveiled in (and removed from) a beta of the upcoming 1-on-1 blockbuster OP Duel and two original maps built for quick, focused 1-on-1 action.

    5 downloads

       (4 reviews)

    Submitted

  13. Chill

    CHILL contains four unique and original maps that aim to deliver classic 1-on-1 gameplay with emphasis on item and weapon control and brisk, intricate flow.

    NOTE: ZDoom is required because CHILL uses the MAPINFO lump. The maps themselves use no ZDoom-specific features. Who gives a shit about making WADs Doom 2-compatible anymore?

    3 downloads

       (2 reviews)

    Submitted

  14. Big Arch

    This is a deathmatch level inspired by a dream about a big arch, damn dreams! :-)

    It is mostly outdoors, with plenty of height variation. Probably best with many players, two ain't enough and ten is getting crowded.

    5 downloads

       (5 reviews)

    Submitted

  15. Arena of Death V1.0

    Deathmatch wad build for 3 or 4 players. Can be used with 2 but not as cool. Level is one big space that has 3 different planes of action.

    2 downloads

       (2 reviews)

    Submitted

  16. Blitz DM

    This is a DM .WAD designed for FFA game mode, inspired by my "Blitz" series: in fact, it has got the same tech-base style. It is a medium-big map with a large central outdoor arena, a long corridor around it and 4 small rooms, each one provided with one weapon among Shotgun, Chaingun, Rocket Launcher and Plasma Gun and a secret containing a Green or Blue Armour or a special teleport to the BFG, that is on the top of the nukage fountain, in the centre of the arena. In these rooms there are also Medikits, whereas Stimpaks are located in the corners of the arena, and ammo for the weapon in it. More ammo is scattered here and there. I hope you enjoy it and have fun with your friends... and enemies! ;) WARNING: The new background music is a .MIDI file, so you'll listen to it only if you use a port that can play it, such as ZDoom-based ports (ZDoom, GZDoom, ZDaemon...).

    1 download

       (1 review)

    Submitted

  17. Cheap

    High frag Deathmatch level for 2-4 players

    1 download

       (1 review)

    Submitted

  18. Base 499

    A 1on1 deathmatch map, I decided to actually throw some effort into it and voila, it was completed. Not ideal for weaponswitching, jumping, or mouselook in MP play.

    2 downloads

       (2 reviews)

    Submitted

  19. Barrels o'Fun

    The idea came up, when I thought about a new map for Nutty - a map, where players look like barrels. It must be interesting and funny, if players in deathmatch could pretend not to be a player but part of the decoration. However, Doom doesn't allow sprite replacements for one map only, so I couldn't realise this idea in Nutty. On the other hand, I didn't feel like making a whole wad with several maps around one single gameplay idea. So, I decided to ask the community for help. In the end, seven mappers have contributed 10 maps in total. Thanks for their participation and good work!

    In this map, all players look like barrels. They can only be identified as players when they move or shoot. Try to adjust your Deathmatch behaviour to this fact and make the the best out of it.

    For more info about all maps see the accompanying textfile or visit www.milianmusik.de/doom/barrelsofun

    2 downloads

       (2 reviews)

    Submitted

  20. Alinealus.

    It's a small DM map, covered with those details everyone hate, but this time they not interrupt in the gameplay (not as much as HeDRoX (The Anti-Gameplay)).

    7 downloads

       (7 reviews)

    Submitted

  21. Borgs of BOH! 1

    Borgs of BOH! is a series of simple death match levels designed to give Bots as fair a chance as possible. There isn't much in the way of obstacles or structures that can inhibit the movement of ZDaemon Bots.

    1 download

       (1 review)

    Submitted

  22. AODM

    8 dm maps that I found within the depths of my hard drive, them being the first I ever made.

    0 downloads

       (0 reviews)

    Submitted

  23. BFG arena

    this dehacked makes the game BFG-only

    7 downloads

       (7 reviews)

    Submitted

  24. BastetFurrys Deathmatch Maps

    Two deathmatch levels First complete release on internet! ;)

    ===============================================================

    4 downloads

       (4 reviews)

    Submitted

  25. BOH v.1.1

    BOH is a simple deathmatch level designed for a fast paced game and made for the ZDaemon clan of the same name. There is no BFG, no plasma no major power-ups and no crying. Use of the mouse is strongly discouraged. See http://boh.ne1.net for more details.

    4 downloads

       (4 reviews)

    Submitted

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  • File Reviews

    • By Dovahxul · Posted
      the more I play the more I get more sad that this map pack is going to end soon its really great :)
    • By Meril · Posted
      Pretty good map in E1 base style (except Doom2 monsters) Nice design but there some texture alignment issues.
    • By Nems · Posted
      Despite the browns and grays that are prominent in this megaWAD, I found it to be fun. I also found it to be quite the challenge. The first map gives you a taste of what to expect in terms of enemy encounters. The author makes good use of mid-tier enemies to apply pressure on the player. Monster count for most of the maps barely breaks the 150 mark but, as said before, the use of mostly mid-tier enemies puts pressure on the player. I also like how the megaWAD handles level progression. Most of the levels you go through consist of caves, cities, islands, and tech bases in space. In fact, there's only one real Hell-like level and even it's within the confines of the moon base you fight through in maps 21 - 30.   About the only gripes I have with this megaWAD are with regards to maps 32, 29, and 30. I know the text file and map 31 give warnings about map 32 but there really should be some kind of alternate exit in map 32 instead of trapping you in place if you don't pass one of the puzzles. I wasn't a fan of how close quarters the IoS fight was in map 29, especially since it can get cramped quickly with monster spawns. Finally, the randomization of what keys spawn during your escape in map 30 isn't fun either. 10 minutes seems like plenty of time but between navigating the vent system (again) without light goggles and dealing with mid-tier enemies, that 10 minutes can get eaten up really quick.   Overall, it's still a fun megaWAD. I'd recommend at least giving it a shot.
    • By Summer Deep · Posted
      Played on UV, GLBoom+   This is a very decent map for its era, but is not without its flaws. Plenty of enemies and traps, but more than enough health, armour and ammo to deal with them. The trickiest bits are the section near the beginning, where a couple of the chaingunners appeared to be able to shoot through solid barriers, and an 'infinitely tall' imp can cause problems, and the encounter with a couple of archviles later on, which needs to be dealt with promptly and effectively.   The lyrically-related puzzles are an interesting element and work pretty well. The elevator device near the end is clumsy though - it takes an eternity to go up and down, and the situations it engenders are predictable and tame.   If you want to experience a more challenging and polished map by this author, try his later Hidden Mountain Factory wad.   Around 65/100 for this level though.
    • By pritch · Posted
      I can't in all conscience not give Sunlust 5 stars.   This was my first run through, I'm late to the party but don't have as much time for Doom nowadays. But if something like this were released every week, I'd probably never play any other game again.   I've gotten so used to playing such great maps and megawads created by this community that I can honestly say commercial games routinely feel lacklustre in comparison. And these are free - the best things in life truly are.   Sunlust isn't perfect. I dislike the glut of killed-to-end maps in the late teens and twenties - I think once an episode is enough to rebuild from a pistol start, especially when most of the weapons are given to you anew quite quickly due to the difficulty. I do get it though - the mappers want that BFG back at times, to force you to do it the hard way. I personally don't like too many maps that prevent you backtracking for health or armor that you save for later. Some of the later maps are, in my opinion, a bit too hard, and a bit too hit-switch-for-slaughter, too soon. Some of them are only average for design and visual appeal and I dropped below 60fps in places with a relatively fast CPU.   These, though, are minor niggles in context. This is a great mapset, and in particular one of, if not the best map 30s I've ever played. Map 30s are usually so constrained by the need to have a demon spitter - it's just not a very good final boss and we've seen every variation on a demon spitter map under the sun now. Far better to do a grand set piece finale with a four figure monster count - and that's what we get here. The final arena when the lost souls spawn above the main battle is visually one of the most impressive experiences I can remember in years of playing thousands of wads. It's not just the final arena - the entire map has a deeply impressive and imposing ambience and deceptively simple yet awesome architecture. It was a fitting end to a great set.   Too many good maps to state them all. I guess a special mention to map 13 - I love the flow and feel of this one, and it has a banging track. The music is very good throughout, and feels tailored to a lot of the maps. They modified one of the PSX Doom tracks for map30 and it is just perfect.   4.9/5 then - I wish they'd do it all over again...
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