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349 files

  1. Graphtallica Texture Pack for Doom2 #1

    41 textures & 16 flats converted to Doom 2.

    34 downloads

       (0 reviews)

    Submitted

  2. Celtic Shrine Texture Set for Doom2

    44 textures converted to Doom 2. The set was originally designed for use in an Unreal level. The level was based on the theme of a Celtic shrine which had been burned and ransacked.

    98 downloads

       (2 reviews)

    Submitted

  3. deConstruct Industrial Textures

    123 textures & 72 flatsconverted to Doom 2.

    27 downloads

       (2 reviews)

    Submitted

  4. Erratic Texture Pack 1

    Just a bunch of textures & flats

    41 downloads

       (6 reviews)

    Submitted

  5. Graphtallica Texture Pack for Doom2 #2

    47 textures & 35 flats converted to Doom 2.

    16 downloads

       (0 reviews)

    Submitted

  6. Wally Example Textures for Doom2

    111 textures & 62 flats converted to Doom 2. Textures are by different authors and are compiled on the Wally Texture Utility site as examples to show everyone what Wally can do. If you want these textures in their original palette (Quake II's) or if you want to know who made the textures, check out Wally's web site for more info.

    20 downloads

       (1 review)

    Submitted

  7. IK Texture Pack for Doom 2

    152 textures & 59 flats converted to Doom 2. I've also been friendly enough to insert an ANIMDEFS lump which gives a 'quake swirl' animation to the two slime textures under Zdoom.

    127 downloads

       (2 reviews)

    Submitted

  8. CWB Texture Pak 4 for Doom2

    50 textures & 9 flats converted to Doom 2.

    16 downloads

       (0 reviews)

    Submitted

  9. CWB Texture Pak 6 for Doom2

    50 textures & 17 flats converted to Doom 2.

    17 downloads

       (0 reviews)

    Submitted

  10. Ogro Texture Pack for Doom2

    141 textures & 21 flats converted to Doom 2.

    248 downloads

       (3 reviews)

    Submitted

  11. CWB Texture Pak 5 for Doom2

    50 textures & 16 flats converted to Doom 2.

    22 downloads

       (4 reviews)

    Submitted

  12. CWB Texture Pak 1 for Doom2

    69!!! textures & 21 flats converted to Doom 2.

    14 downloads

       (1 review)

    Submitted

  13. CWB Texture Pak 2 for Doom2

    67 textures converted to Doom 2. (no flats)

    12 downloads

       (0 reviews)

    Submitted

  14. Quake Textures for Doom II

    275 textures & 165 flats converted to Doom II

    1208 downloads

       (1 review)

    Submitted

  15. CWB Texture Pak 3 for Doom2

    84 textures & 23 flats converted to Doom 2.

    27 downloads

       (0 reviews)

    Submitted

  16. Quake 2 Textures for Doom II - Full Version - v1.1

    1171 textures & 645 flats converted to Doom II. Wow, eh? ;)

    88 downloads

       (13 reviews)

    Submitted

  17. Quake 2 Textures for Doom II - Divided Version - v1.1

    1171 textures & 645 flats converted to Doom II split up into seperate wads so you can work with these textures in map editors with addon texture limits.

    19 downloads

       (1 review)

    Submitted

  18. Q3 Arena floors and walls

    Here's a small number of textures from the Q3 arena demo. I will make a larger one when I get the retail copy of it.

    23 downloads

       (0 reviews)

    Submitted

  19. BETTER COLORMAP

    37 downloads

       (4 reviews)

    Submitted

  20. DARK MENU v1.1 - for The Darkening: Episode 2<br><br> NOTE: this version fixes the message text so i

    A graphics-only addon for The Darkening: Episode 2 - one of the most anticipated Doom releases of all time - because it was made by some of the most talented level designers in the Doom Community. You can get The Darkening Episode 2 from their homepage: http://www.doomworld.com/darkening

    DarkMenu modifies the menu graphics and message text for use with 'Plain Vanilla' Doom2 and many Source Ports. It extends the Darkening theme by extensive use of the Darkening text font and The Darkening's orange, high-tech/industrial colour scheme.

    11 downloads

       (3 reviews)

    Submitted

  21. Skypack 2

    This is a WAD with 8 sky-textures for you to use. They are mostly mountains, and they're all 256 x 240. NOTE: to view the skies in Doom, you'll need ZDoom.

    For ports that don't support 256x240 skies, you can just scale or crop it down to 256x128.

    36 downloads

       (8 reviews)

    Submitted

  22. Skypack 1

    This is a WAD with 11 sky-textures for you to use. These are all mountains, and they're all 256 x 240. NOTE: to view the skies in Doom, you'll need ZDoom.

    51 downloads

       (11 reviews)

    Submitted

  23. Blue Blood Patch

    This wad is a DOOM patch to replace all blood splats with blue ones. I seriously don't know what the point is, but it looks pretty cool.

    17 downloads

       (4 reviews)

    Submitted

  24. Biolage Tetxures

    I found some neat textures at www.freetextures.com so I thought I would build a texture wad and make a ZDoom level. This is the texture wad used in my level biolage.wad.

    41 downloads

       (10 reviews)

    Submitted

  25. SailorScout's Textures Pack v1.0

    After looking at all the texure packs out there, I realized there wasn't one of just floor and ceiling textures, so I put this together.

    Most of the textures are from the Doom alphas/betas, which are cool but never got used in the final game. However, there are a few textures in there which are of my own creation, namely the CONVEY, SF_ and GRASS flats. It's unfortunate that the early versions of Doom stored their wall texture data in a different format, because then I might have included them in this compilation as well.

    All the flats were named so as not to conflict with existing textures in Doom or Doom2, so use them as you see fit.

    18 downloads

       (0 reviews)

    Submitted

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  • File Reviews

    • By Ofisil · Posted
      Very inconsistent everywhere you look, from the overall feel of the megawad, to each individual level. The balance is all over the place, leading to levels having uber-easy regions mixed with insanely challenging, trial-and-error ambushes. The exploration is very hit and miss, mostly leaning towards miss. A couple of interesting places, but the wad just isn't that fun, even for those who have a high tolerance for old wads like me.    
    • By Havoc Crow · Posted
      An example of how not to make a map. Lots of ugly rooms filled with same types of enemies. The blue key room in particular has about ten hell knights and barons trapped on pillars, and you have only a super shotgun to fight them; thankfully, what _would_ have been a mind-numbingly boring fight is skippable because the blue key is right there for you to take. Errors large and small abound, such as the pass-through metal bars or the clumsy approach to detailing and shading.
      New music, in the form of a bad-sounding midi which barely has any rhythm.
    • By Havoc Crow · Posted
      Finished within 4 minutes or so A 2016 re-release of a 1994 level. The text file warns: "Bad, really bad 1994 quality", and is right; there's nothing whatsoever interesting about this level -- you enter one flat room after another and shoot at haphazardly spread out monsters. There is an "invisible teleporter" gimmick which, however, I have barely noticed in my playthrough. The exit isn't even hidden or locked in any way, and can be easily stumbled into accidentally. There's nothing to say.
    • By Havoc Crow · Posted
      The map feels very linear throughout, with you basically doing one thing in each room and moving on to the next. The rooms are very varied though, and there is actually something pleasant to uncovering the successive areas. There are some puzzles, one of which involves illusionary walls, with a zombie shooting at you from "nowhere" being the only hint; this is a clever puzzle but it could ruin the map if the player accidentally kills the zombie early and gets stuck. The spiderdemon hall near the end contains what is either a glitch or a really annoying "trick": columns that seem safe at first, but actually don't shield you from the spider's gunfire at all.   Almost finished, ~20 minutes; died to the spiderdemon.
    • By Havoc Crow · Posted
      (MAP03 review only)   Finished, ~20 minutes Yet another map which drops the ball in terms of difficulty. Health is provided in extreme abundance, and even when heftier enemies show up, their attacks are easy to dodge in the huge arenas (even the cyberdemon/spiderdemon fight at the end provides such ample cover that you need almost to be _trying_ to die -- as, uh, has happened to me). I've once read that, with the advent of modern source ports which streamlined mouse aiming, older Doom levels suddenly became very easy; this would explain why so many of these mid-90's maps feel so strangely unchallenging...
      The area beyond the yellow key door offers a more interesting fight, what with the corridor filled with lost souls. However, the map quickly loses momentum after that, wasting the player's time with the pointless room of six teleporters, which all turn out to lead to identical closets with medikits. Turns out, that room is just a red herring; the real way to progress is to open a door indistinguishable from a wall. Annoyingly, having to hump the walls to find the hidden door happens several times throughout the map.
      Powerups are scattered haphazardly, including a pointless invulnerability sphere, numerous invisibility spheres despite the total lack of hitscanner enemies (this is another 90's thing, it seems; did the people back then _really_ think invisibility spheres helped against projectile-throwing demons?), and a light-amplification visor despite a lack of dark areas where it'd be useful.
      The map topology is as basic as it gets: a small starting room with four doors, one initially open and three locked with keys, each door leading to a totally separate area housing the key to the next door over. Each area is distinct visually, although there's a lot of simplistic-looking, overly large rooms. There's fairly little interconnection between individual rooms within each area; mostly you just progress from room to room, and things like windows are rare. The map suffers from "symmetry syndrome", where the mapper goes out of his way to make every room symmetrical, without thinking if it improves the room or not (example: in the red door area, there's a side room housing an irritating slow-moving lift, not worth visiting except to get 100% kills... and this side room of course gets dutifully duplicated on the other side of the area).
      There is custom music in the form of a rock midi, not particularly well-made, but not overly grating either.
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