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29 files

  1. Gasplant

    Thanks for downloading!

    This is a very simple Doom deathmatch map, there isn't really anything redeeming about it.

    I'm only uploading for archiving purposes, but I hope you enjoy it.

    8 downloads

       (6 reviews)

    Submitted

  2. Hardcarrys From Space

    I got bored and then i did this.

    My Deathmatch wad, featuring 6 new maps!

    - Custom Textures
    - Custom Musics
    - 3D Floors
    - More Zdoom stuff like slopes and light effects

    3 downloads

       (1 review)

    Submitted

  3. Green Pile

    G r e e n - P i l e --------------------- A wadpack of 6 mini-deathmatch levels maded by lukasxd, i take some ideas from brit11, exec and some other greats wads and some great music too :p .

    13 downloads

       (8 reviews)

    Submitted

  4. GruDM

    This is an accumulation of deathmatch levels I have made. There is no set theme. Some are parts of coop levels in progress, some are just spaces I created for the purpose.

    A Duel - Duel map shaped like an A with a bridge.

    X Duel - X shaped duel map..

    Octagon Duel - Octagon shaped duel map (imaginative, huh!)

    Pentagram Deathmatch - A Deathmatch map with a sequence of six switches, which unlock a two switch combination, giving access to larger guns and more play area.

    Tank Deathmatch - A small base with two tanks in a large room. In one tank is a rocket launcher, the other, a plasma gun. Using the computers in the rooms will drain the tanks, trapping anyone caught inside for 30 seconds..

    I will add more maps if/when I make them..

    5 downloads

       (3 reviews)

    Submitted

  5. GodHand

    This is my first map I made, its a Deathmatch map made for Skulltag,Zandronum, and Zdaemon.

    8 downloads

       (7 reviews)

    Submitted

  6. Infernal Doomers Deathmatch

    Classic Doom DeathMatch by Infernal Doomers Team!

    27 downloads

       (24 reviews)

    Submitted

  7. Headcut

    15 funny DM maps for playing in ZDaemon. Ideal for FFA. 4-10 players recommended Tested on ZDaemon 1.08.01

    18 downloads

       (17 reviews)

    Submitted

  8. The Hell Pit

    The hell pit is a fast paced deathmatch map with secret doors leading to

    1 download

       (0 reviews)

    Submitted

  9. Hachisch Deathmatch v2

    A deathmatch level built from my previous Doom2 map "Hachisch". Now I've decided to take advantage of some new features from Zdoom/Zdaemon; mirrors, translucent textures, slopes... So "Hachisch deathmatch" WON'T run in the original Doom. The map can be quite enjoyable played between two and six players. At least it offers a pecu- liar atmosphere, far from the conventional Zdae- mon maps. If you enjoy this map, take a look to the ori- ginal "Hachisch", a singleplayer level for the classic Doom2. It can be downloaded from: http://www.doomworld.com/idgames/index.php?id=13713

    7 downloads

       (5 reviews)

    Submitted

  10. Hogwash

    Three deathmatch maps. The first map is a bit small, while the second and third open up a bit. I think, however, it is playable with any number of players below 8. Another note, for some reason the bots function well on the first map. ?

    1 download

       (0 reviews)

    Submitted

  11. Halo Gen

    A set of 10 maps designed for 1on1 play. Some might sustain 4 players too.

    7 downloads

       (5 reviews)

    Submitted

  12. Gravecat's Rocket Arena v1.1

    This is your typical, standard rocket arena. It's fairly simple as far as maps go, but it was my first foray into map-making since I was a kid. There's four starting points, plenty of ammo and powerups lying around, plus a secret area in the middle which can only be opened by activating two switches.

    1 download

       (0 reviews)

    Submitted

  13. HellKnight's Deathmatch #1

    Its HellKnight's First DM level and it seems great sofar. Its been submited to zdaemon forums and many seem to like what I've done sofar so I've decided to upload it here.

    5 downloads

       (2 reviews)

    Submitted

  14. HELLRAISER!

    A simple deathmatch level for any port. Small, but fun.

    14 downloads

       (8 reviews)

    Submitted

  15. gothic dreams

    6 dark gothic extremely well made deathmatches.

    17 downloads

       (10 reviews)

    Submitted

  16. Green War

    41 downloads

       (38 reviews)

    Submitted

  17. GooberMan's DeathMatch series Map 1: Abandoned Asteroid Mine Cave

    Rather tense little deathmatch map based in an abandoned asteroid mine. Lots of ambush points, things you'll miss first time, a few scripted effects, and the best part is the dim lighting. Possibly a bit big for 2-4 players, but should prove fun with 8 players.

    6 downloads

       (5 reviews)

    Submitted

  18. G R A I L 2 --- for DOOM ][ LEGACY<br><br> 1 NEW LEVEL WAD FINISHED AUGUST 29TH 2001

    Designed for Deathmatch, but as usual I have put a few monsters in. A MEDIEVAL style level. Features include deep water and real 3D floors etc. Sort of a demo of my forthcoming megawad GRAIL QUEST 3D which will hopefully have some new textures and sprites. My aim is to make a sort of medieval equivalent of the mummy phuquers with a knights Templar/holy grail theme but the new textures are taking longer than expected, hence the modified heretic textures.

    1 download

       (0 reviews)

    Submitted

  19. The Hexagon Base

    A DeathMatch level. Seems to have small battle field, but you forget the 2nd floor!

    1 download

       (0 reviews)

    Submitted

  20. Genocide

    This is a remake of ledgesi.wad by Mark K. Gresbach Jr. The level is mostly the same, just prettier to look at.

    1 download

       (0 reviews)

    Submitted

  21. Ground Zero (beta v2.0)

    Capture The Flag Doom that's basically Team Fortress Doom with some Command & Conquer stuff

    1 download

       (0 reviews)

    Submitted

  22. Haunted House -- The Deathmatch

    Deathmatch in a haunted house-type place. Courtyard, foyer, a couple of rooms. A REAL BRIDGE (go over AND under) and a hallway under a hallway! Thank you DOOM Legacy! (see below for more)

    1 download

       (0 reviews)

    Submitted

  23. Gunner DeathMatch 1

    I've added node for Doombot 4.0.

    A metal Deathmatch level inspired by the KZdoom series made by Kirk Kesler. But not where near a complicated. Theres no ZDoom Effects, but you better have a port where you have no visplane overflow, because this one has quite a bit of viewable planes.

    1 download

       (0 reviews)

    Submitted

  24. Gunner DeathMatch 2

    I've added nodes for Doombot 4.0.

    A metal Deathmatch level inspired by the KZdoom series made by Kirk Kesler. But not where near a complicated. Theres no ZDoom Effects, but you better have a port where you have no visplane overflow, because this one has quite a bit of viewable planes.

    1 download

       (0 reviews)

    Submitted

  25. Gunner DeathMatch 3

    I've added nodes for Doombot 4.0

    A Brick-Metal Deathmatch level inspired by the KZdoom series made by Kirk Kesler. But not where near a complicated. There's no ZDoom Effects, but hopefully in 4 or 5 (when I figure out ZDoom Editing) there will be some. Until then, Oh well... I had some last minute changes in the items. Some are moved around, or more added none major.

    1 download

       (0 reviews)

    Submitted

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  • File Reviews

    • By DoomShark · Posted
      7.0/10   If you're a UV player just skip to map 25 as previous maps are only good for HMP or lower players.  
    • By Book Lord · Posted
      Stephen Clark, a.k.a. @The Ultimate DooMer, is one of the key figures of the Doom community in the early 21st century, an author that is best known for his important ZDoom contributions and for amazing creations in the worlds of Heretic and Hexen. I had no chance to examine his extensive body of work, but his Boom-compatible entries in the Community Chest series allowed me to experience his technical competence and design habits. When the DWMC chose his first vanilla megaWAD for March 2023, I approached it with a mix of curiosity and concern.   Fragport was Clark’s debut on idgames, and it was no humble beginning. Not only it was a full 32-map replacement, but it also included custom sounds, additional textures of practical purpose (most notably the revolutionary ALPHABET used to write signs and marks in maps) and sector tricks that must have been innovative for their time. Another exclusive feature was the seamless progression between levels: the starting zone of the next map was always seen before hitting the exit line or switch, and in the same fashion the player could turn around from the start and get a glimpse on previously traversed areas. Surely it was an expedient to break maps that were too large for the vanilla engine, but it also improved immersion and storytelling.   The player impersonates the top marine Jody Russell, sent to the remote city of Fragport to investigate after communications with the local military bunker suddenly ceased. His ‘call sign is 'Kill Crazy' because (he) kill(s) like crazy and love(s) every minute of it’, so he was the best choice for a dangerous mission into the unknown. The protagonist is shot down by demonic alien invaders, is captured and moved to a desert prison, presumably for execution. He escapes instead and begins a long trek through the brown stone mines and wastelands surrounding Durncrag town. He leaves with a motorboat and manages to sink an ironclad ship carrying monster reinforcements. After a detour on a remote island, Jody crashes his second boat on barren shores and slowly approaches the military installation, disarming the demon-operated defence system and then navigating the sewers into Fragport. Fighting from district to district, he discovers that the invasion started on an artificial moon hosting a tech city, which he promptly reaches by boarding on a spaceship. He resists the assaults of the hellspawn and their vicious traps, until he finds the reactor core and blows it up. He barely escapes the moon and returns to Earth to be celebrated as a hero.   I could not omit a plot summary when presenting Fragport, since the unfolding story and the adventures of Kill Crazy were a prominent feature. A lot of effort has been put in creating a plausible journey, building varied places to explore, and providing realistic connections between them. I admire The Ultimate Doomer for the method, the rigor, and the creativity he put in his Doom efforts: the progression in his maps tends to be a little obscure, but ultimately it becomes clear thanks to the visual hints, achieved by writings and colour codes. Nevertheless, Fragport could not cancel my bias against his lack of restraint. Sometimes he could not realise that too much was too much, and that a stale part of a level could act like a ball and chain.   The megaWAD had a few exciting combat moments and an outstanding construction for 2001, but for the most part its gameplay was grindy and repetitive. Despite a brown palette dominating 20 consecutive maps, there was enough variety in the environments and nice Doomcute props to make the exploration interesting, but when I reached MAP13 I was sick and tired of searching for three keys in every level. The mechanic stayed firmly in place until the end, with coloured switches being added to string out the progression even more. Maps tended to last 18 minutes on average for less than 10 hours of total completion time, placing Fragport in the vanilla age that preceded the sprawling limit-removing creations of the following years.   I played continuous on Ultra-Violence, with savegames mid-level (not during encounters to cheat the RNG or to facilitate anything), and I spared myself the ammo deprivation issues reported by pistol starting DWMC members. Still, I found myself nearly out of ammo at the end of MAP24, and levels like MAP30 did not accommodate for a wasteful behaviour. Besides a resource distribution favouring continuous play, the difficulty seemed rather flat throughout the megaWAD, with only a few harsh monster deployments taking place in the third episode. I felt more challenged by the exploration and the occasional puzzles, especially on MAP29-30 and during the unconventional trial that was MAP32.   The author invested all his skill in the super-secret level, based upon a British gameshow and reproducing both its challenges and settings with the Doom engine. It must be noted that Stephen remade this map for GZDoom in 2016, inspired by “The Crystal Maze” new live attraction in London, and that it counts as his last submission to idgames. This meticulous undertaking perfectly represents The Ultimate Doomer as a mapper, showing his pros and cons, and it aptly stands as the current alpha and omega of his successful career. If the secret levels were worth seeing, and their uncovering process on MAP15 was one of the nicest moments in Fragport, the standard secret compartments seemed casually placed. The statement ‘for those of you who like secrets, there are at least 3 in each level’ confirms they have been added just for completeness, and it surprised me that some were nearly mandatory in the later maps.   The original megaWAD used stock music, but I chose to play it with FragportMidiPack_v1.0, released for the 20th anniversary. The compilation included popular songs, mostly rock and heavy metal music that predates Fragport’s release, with only a few tracks being an exception. I do not mind the soundtrack very much, except when it feels created exactly for the maps, but I generally enjoyed @P41R47’s choices. They usually matched the pacing of the map or had a thematic connection with the environment that got a smile out of me.   Fragport was a bold experiment in 2001, an attempt at bringing Doom on the same level of more advanced games like Quake 2 and Half-Life. Stephen Clark compensated for the engine shortcomings with his own creative solutions, bringing a huge one-man project to completion where most people would have given up. A 32-map megaWAD is an exhausting effort for a single author though, as confirmed by the lack of fresh ideas in some parts of the second and third episode. In retrospect, the boxy level design, the monotone texturing of large areas, the repetitive mechanics, and the copy-pasted encounters caused the experience to become less and less engaging as Jody Russell progressed towards his objective. This should not discourage vanilla enthusiasts from giving Fragport a try, since there are small wonders to be seen in addition to the highlights listed below. A super-solid first submission from a staple of the Doom community, after more than 20 years it shows its age and limits but also the power of method and resolve, two qualities that The Ultimate Doomer possesses aplenty.   Best maps: MAP 11 – Military Bunker MAP 13 – Pipe Factory MAP 15 – Freight Depot MAP 23 – Monad   Other standout maps: MAP 01 – Desert Prison MAP 19 – Dockside MAP 22 – Tech City MAP 28 – Sub-Level 05   Special mentions map: MAP 32 – The Crystal Maze   Detailed commentary of each map can be found in the March 2023 DWMC thread.
    • By RonLivingston · Posted
      One problem about this, is when I played those 2 levels speaking of stupid and blue radishes with herpes is it caused massive lag to my computer, and the secret exit in omg counterstrike leads back to level 36 instead of going to the 4 or 5 portals.
    • By Osmosis Bones · Posted
      This is ridiculous, everyone knows sex isn't real!
    • By DELTA256 · Posted
      I took a little looskie at the mod just now and the only two things that I hate are the fact that the porn in hand is low-les, and also that there is no cuntboy dragon bdsm hentai. A sarcastic 5 stars, In reality, probably 0.000000000000000000000001 out of 5 stars...     Pretty sure I can do a better porn-themed graphics replacement... CUM to think of it, I fucking will >:D
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