Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

a-c

Sign in to follow this  

61 files

       (2 reviews)

    Submitted

  1. AAAIIIEEEE! Its Stuck to My Face!

    Well i was sittin' there and suddenly the darndest thought popped up in my head. What if i made a script which would change the light colors of a room when the walls were shot. BAMN the wad was born. But you cannot have a level with just a room so i threw on the other stuff. The anti grav room, for the longest time i wasn't so sure what to do with that space, all i knew was that i needed it for purposes of connectivity but i eventually made it antigrav with that bfg dispenser on a 40 second timer. I had polyobject doors but they bleed like all get out and were not nessecary so i just took 'em out and put in conventional ones. The midi, stayin' alive was a silly thing. I showed my roomie the script. He gave me that concerned look he often does and says "Is that disco doom?" I said no but that reminds me I got a stayin' alive midi in some forgotten dusty portion of my hard drive so i pulled out that midi and put it in the wad as d_disco note that this wad does not replace iwad entries like most wads do. To access this map it is listed as "aistmf". Either run zdoom with the command +map aistmf or type map aistmf in the console. If you want the classic map01 music you can type "changemus D_RUNNIN". Well actually it replaces one IWAD lump, DEMO1 its a zdoom 1.23 beta demo.

    3 downloads

       (2 reviews)

    Submitted

  2. 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

    8 downloads

       (7 reviews)

    Submitted

  3. 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.

    1 download

       (0 reviews)

    Submitted

  4. Acid 4

    A small/med map ment for about 2-8 ppl

    8 downloads

       (7 reviews)

    Submitted

  5. Afterhours

    Ever wonder what the doomguy when you turn your computer off at night? This is where he deathmatches when twilight strikes. Here is a set of three moderately high detailed levels for any ZDoom based engine. I would strongly recommend enabling mouselook and jumping if you decide to run these maps on a server since a lot of them have areas otherwise unaccessible. Mouselook just makes all the difference, especially on map03 with all it's rolling hills. The first map takes you on a space station floating out in a void area. The architecture is tight and the power items (BFG, SSG, Blue Armor) are outside on floating podiums past small catwalks. The second map is the feature presentation and is quite dramatic in it's resemblence to real life rooftops (the only exception are the jumppads, which seem a bit Quake III'ish). The final map is a very wide open map with rolling hills and bunkers placed strategically around the level. Take what cover you can because there isn't much to begin with.

    7 downloads

       (6 reviews)

    Submitted

  6. 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)).

    11 downloads

       (7 reviews)

    Submitted

  7. AODM

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

    1 download

       (0 reviews)

    Submitted

  8. 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.

    3 downloads

       (2 reviews)

    Submitted

  9. Atlantis

    A little test run of zdoom scripts for colored sectors and wadauthor actually it is the first deathmatch level I made that. I'm satisified enough to release in quite a while. Its a pond with some marble ruins at the surface. Includes some fog and swimmable water via zdoom. Please note this is level is primarily a small dm level focusing mainly on aquatic battle. Its kinda cool with long fights because you get bodies floating everywhere in the water it gets hard to see through them all.

    1 download

       (0 reviews)

    Submitted

  10. 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.

    6 downloads

       (3 reviews)

    Submitted

  11. Barfight.WAD

    It's my first deathmatch level for Doom2. This level was inspired by a 3D pic I made with 3D studio max, which is the TITLEPIC for this level. I added a parking lot, a small office building, a bathroom, and a kitchen. I'd say this DM Level is medium-large sized... Hope you have fun in this level! :)

    7 downloads

       (5 reviews)

    Submitted

  12. 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

    3 downloads

       (2 reviews)

    Submitted

  13. 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.

    3 downloads

       (2 reviews)

    Submitted

  14. Base DM #1

    Base style deathmatch level. Very small and tight... inspired by MAP07 of DooM 2, but better and more detailed. DON'T fall in slime!

    2 downloads

       (1 review)

    Submitted

  15. Base DM #2

    Base style deathmatch level. Small/medium size. Specially good for head-2-head play, but it has starts for 8 players! This level is specially designed for NEW deathmatch mode (altdeath), but propably works just as well in old deathmatch. This WAD won't work properly without BooM.

    1 download

       (0 reviews)

    Submitted

  16. Base DM #3

    Base style deathmatch level. Small/medium size. This WAD won't work properly without BooM. Ok... It's an abandoned base that has taken partly over by flood after a hole appeared in dam. All skill levels have been included. They follow TeamTNT's good deathmatch rules. Shoot windows with bullets to break them. After you run through them, they will be back again.

    1 download

       (0 reviews)

    Submitted

  17. Base DM #4

    Base style deathmatch level. Small/medium size. This WAD won't work properly without BooM or some other port that supports all BooM effects that I used. All that the level really tries to be is a base-style deathmatch area. All skill levels have been included. They follow TeamTNT's good deathmatch rules. Drop through the floor in upper floor to fall to lower floor!

    1 download

       (0 reviews)

    Submitted

  18. Base DM #5

    Base style deathmatch level. Very small size. All skill levels have been included. They follow TeamTNT's good deathmatch rules.

    Platforms with green lights are deathmatch spawn spots... I got the idea to make them while playing Quake 2 deathmatch.

    1 download

       (0 reviews)

    Submitted

  19. Base DM #6

    Medium size base-style deathmatch level. Fits best for 2-3 players, and supports up to 8 players. All skill levels have been included. They follow TeamTNT's good deathmatch rules (see below). Teleports behind the doors take you to plasma rifle and to BFG. On skill levels 1-2 you however can only get rocket launcher and Double Barreled Shotgun from them.

    1 download

       (0 reviews)

    Submitted

  20. Base DM #7 - Tribute to Hemp

    Small base-style deathmatch level, a tribute to worlds best drug plant, Hemp. Fits best for 2 players and supports up to 8 players.

    All skill levels have been included. They follow TeamTNT's good deathmatch rules (see below), however this level might not play so good on "altdeath" mode and it has been primarly designed to "old deathmatch".

    4 downloads

       (2 reviews)

    Submitted

  21. BastetFurrys Deathmatch Maps

    Two deathmatch levels First complete release on internet! ;)

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

    5 downloads

       (4 reviews)

    Submitted

  22. Bella Et Arma

    A cramped DM wad taking place in a Mine

    3 downloads

       (2 reviews)

    Submitted

  23. BFG arena

    this dehacked makes the game BFG-only

    8 downloads

       (7 reviews)

    Submitted

  24. 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.

    6 downloads

       (5 reviews)

    Submitted

Sign in to follow this  
  • File Reviews

    • By CravenCoyote · Posted
      Lots of traps and monster closets. Some switches are activated by shooting but there's nothing to really tell you about this because they look the same as other switches.   Texturing is good and enemy placement proved rather difficult at times. There aren't may health pickups on UV so it was a fight to get through.
    • By costadevale · Posted
      It's pretty good for 1994. If you don't mind having no health items at all (except in a few maps) and the outrageous amounts of cyberdemons per map, you should give it a try. It's pretty challenging and I like it. E2M3 is a bit 'eh...' though.
    • By entropy122 · Posted
      What the actual f*ck is this map. I love having 4 rockets, a shit ton of bullets and like 10 shotgun shells to take out a revenant, and whatever was in that cage. Doesn't look too bad, maybe this negativity is cus im no expert, also rather unskilled at the game?
    • By Pepo · Posted
      thank god Underhalls was the map that followed this mod as that level was able to remind me what actually competent level design looks like.
    • By Walter confetti · Posted
      Not that bad, even kind of interesting find the secrets in the map! But yeah, that switches jungle is a awful choice really.
×