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394 files

  1. Snort (v0.99)

    DooM ][ level 1 Go to my homepage for screenshots at: http://www.xs4all.nl/hoogveld/maarten

    2 downloads

       (1 review)

    Submitted

  2. Santo's House

    This is just something that came up in our minds, my friend wanted more mapping help and he began doing extremely rough work on something resembling his house, so I ended up doing my own version not much later for deathmatch purposes.

    Santohs2 is just like the first version but has a snowy/wintery theme applied to it.

    2 downloads

       (2 reviews)

    Submitted

  3. Styx Deathmatch 03

    small deathmatch level for fast 1-on-1 fragfests modified version of paranoi6.wad

    3 downloads

       (3 reviews)

    Submitted

  4. Styx Deathmatch 02

    small deathmatch level for fast 1-on-1 fragfests extended version of styxdm01.wad map01

    2 downloads

       (2 reviews)

    Submitted

  5. Playground - Multiplayer

    Deathmatch mayhem.

    1 download

       (1 review)

    Submitted

  6. The UAC's Return

    A medium-sized tech base with a depressing atmosphere. I almost lost it in a hard drive crash, so I decided to release it.

    Story: You're the best of the best; a marine that saved the entire planet of Earth from Hell itself. A decade after saving the planet, the UAC was reformed, and they asked you to help them secure one of their research bases. At first, you were hesitant to aid the UAC, but they promised that they would not repeat the mistakes of their predecessors and would only research technology that would help destroy the demons, should they ever appear again. Hearing this, you agreed to help them, and so you find yourself on the UAC's Mars outpost.

    Suddenly, it happened. You started hearing all sorts of screaming and gunfire over the radio, and then complete silence enveloped your surroundings. All of that happened in under twenty seconds. You know what's happening, and you know you have to stop it, but the mysterious force that invaded the base disabled all the doors, switches, and elevators. To make matters worse, all you have is a pistol.

    Will you be able to defeat the demons once and for all? Gear up, marine.

    16 downloads

       (16 reviews)

    Submitted

  7. Seismic Lab

    This is my tribute and homage to Aikman's popular Dwango5 Map01.

    3 downloads

       (1 review)

    Submitted

  8. Scout Hut

    Based on the Scouts building off Norreys Avenue, Wokingham, England.

    5 downloads

       (4 reviews)

    Submitted

  9. Town

    2 downloads

       (2 reviews)

    Submitted

  10. Tekstat

    1 download

       (1 review)

    Submitted

  11. DeathMatch of the Ages

    This is just a small map that is mainly for a multiplayer DeathMatch game. Works pretty damn well if the weapons do NOT stay and the weapons DROP after death since that would provide more of a screw job for one yet a +1 frag for another. I find it quite fast paced and pleasant. ~Enjoy

    6 downloads

       (6 reviews)

    Submitted

  12. Test zero

    Simple Deathmatch Map

    18 downloads

       (18 reviews)

    Submitted

  13. Staph1

    A set of 6 small, tight deathmatch maps, tested and refined over several hundred games. These maps capture the feel of classic old-school deathmatch. Detailing was done in moderation as not to sacrafice gameplay and level flow. Play with "vanilla Doom" settings if possible for the most balanced gameplay.

    8 downloads

       (7 reviews)

    Submitted

  14. Sniper 109's DeathMatch

    My first Deathmatch wad

    16 downloads

       (16 reviews)

    Submitted

  15. Tunnel Corporation

    Temple-like setting with several tunnels leading around it. Teleporters in the tunnels lead to various locations in the temple. Tunnel Corp. logo is in the center.

    0 downloads

       (0 reviews)

    Submitted

  16. Shotgun for Two RELOADED

    10 years passed since we created SHTGUN42.WAD, and we still can't seem to get enough of it! This reloaded version intends to make things a bit fairer for the surviving player, since the original version allowed the healthy reborn player who just lost the last battle to chase the weak surviving winner down too quickly after dying, and thought that was a chicken attitude. So we added some 'health rooms' for the winner which become available right after the loser dies, so the winner can recover from the last battle before having to face the next one. The starting locations have also been improved (more shotgun shells) and textures in general look now much more realistic. Doors were fixed too, and now behave like real doors. We love this map. There's a lot of crap out there (BFG, plasma, huge levels, etc) and we always keep coming back home. Enjoy!!!

    5 downloads

       (5 reviews)

    Submitted

  17. Singularity

    A map replacing MAP01 of Doom II,designed with deathmatch in mind. It is my first map for Doom II ever,so please be gentle in your judgement :)

    5 downloads

       (5 reviews)

    Submitted

  18. Styx Deathmatch 01

    4 small deathmatch levels for fast 1-on-1 fragfests

    3 downloads

       (3 reviews)

    Submitted

  19. STARDOG ONE - STARDOG1

    New level for DOOM II. Over 80 hours in the making. I tried to pay as much attention to detail as my sanity would permit. Designed for fast and furious DEATHMATCH's , but also optimized for ALL difficulties. ULTRA-VIOLENCE should be plenty tough for anyone.

    Designed for Deathmatch but optimized for all skills

    4 downloads

       (4 reviews)

    Submitted

  20. 4-Corners, Labrynth, Fragathon, Volcano

    Description of Level 1 : A square layout, with high corners and 4 side rooms. You will love this level if you like specters and invulnerability. When playing deathmatch, watch out for players who like to stakeout.

    Its appearance ranks a 6.

    Try starting with just the pistol and see how far you can get. On Ultraviolence, it ranks a 4 for hardness.

    A fun level for 1-player or co-op, lots of fun for deathmatch.

    Description of Level 2 : A 3-tiered level with many criss-crossing hallways. Plenty of running and everyone keeps falling into the center room. Can you get the Megasphere?

    Its appearance ranks a 7.

    Try starting with just the pistol and see how far you can get. On Ultraviolence, it ranks a 5 for hardness. I can do it with 3 100%'s and 200%-200% health and armor in about 15 minutes.

    A fun level for 1-player or co-op, lots of fun for deathmatch.

    Description of Level 3 : A long walkway with weapons on ledges at the ends. Once you walk off the ledge, you can't go back or hide. A simple level with the most effective, frag filled deathmatch action I've ever seen. It's easy to rack up 400 frags in an hour. And expect lots of negative frags - once you fall off the walkway, you're a gonner - but don't worry, everyone's falling off. This level is guaranteed to teach you how to use and dodge the BFG.

    Its appearance ranks a 3, but it's one of the best deathmatch levels I've ever played.

    Unfortunately, this level is not a playable one player level - you just get to look, and then hit the end switch.

    An interesting level for co-op, one of the best deathmatch levels of all time!!!

    Description of Level 4 : A small square room with lava in the center. You get to use the Chaingun and BFG, which do you think is better? You'll be surprised!

    Its appearance ranks a 5.

    This is a playable 1-player level, but it's very short and simple. Can you find the exit?

    A short level for 1-player or co-op, lots of fun for deathmatch.

    2 downloads

       (2 reviews)

    Submitted

  21. TIMJAY (DOOM II Deathmatch PWAD Collection) --> legalized version

    This is an 8 level collection of Deathmatch levels for DOOM2. Compiled from the works of myself (Tim) and my fellow author (Jason). These levels represent a wide range of tastes in deathmatch play, from the ultra-small levels to the large, hunt-em-down levels (but not too large).

    2 downloads

       (2 reviews)

    Submitted

  22. The last resort [for DooM II v. 1.9] The Ultimate Deathmatch Experience

    The Last Resort (TLR) is a Deathmatch only episode. It contains the following: - Nine new levels from scratch. - Over 700k of new graphics. - More than 200k of new sprites. - Some new sounds for the ending. - A new soundtrack consisting of 4 new songs. - A total of 12 LMP Deathmatch demos [Note by the uploader: 'The last resort' was originally released for DooM II v. 1.7a. This is an updated version, playable with v. 1.9, and because of that, with modern source ports. The original 1.7a -version can be downloaded here: [insert /idgames -mirror from end of this textfile]levels/doom2/deathmatch/s-u/tlr-ii.zip ] Read the background story at the end of this template.

    3 downloads

       (0 reviews)

    Submitted

  23. Smega! (legalized version)

    4 [now 3, see above] really good levels for doom ][. One looks simple but is great for dmatch, the other is kinda weird.. the second is better with 4 players, the first supports any amount, except 1. There is a hidden Invincibility And maybe a Megasphere. I think I forgot. (yeah right)

    0 downloads

       (0 reviews)

    Submitted

  24. Up 'n Down

    This DOOM II pwad was designed specifically with 2-player Deathmatch 2.0 in mind and continues with the Death for 2 Series. I got the idea from one of the million or so wads I've played recently, but forget which one. Basically, you've got a room that goes up and down, hence the clever title.

    5 downloads

       (5 reviews)

    Submitted

  25. 30.WAD

    My original goal was to try to draw out a level all in 1 sitting, then do all the sectors at once, ect. It turned out to have a kind of great uniformity to it...as you can see, unlike most of my earlier work the level kind of looks like a circle instead of a straight line...it's spread out. Look for the few glitches in the walls, as if you walk through them during deathmatch, it's a great place to hide. It looks really cool to see the other player leap out of the wall, BFG in hand...

    N O T E S:

    --Yes, there IS a plasma gun on this level, look carefully!!

    --Please upload this .WAD everywhere!!!!

    --Watch out for the upcoming ABRHS.WAD...

    --If you like it, write me and it would be cool...

    --And remember, I AM THE ETERNAL WAD MASTER!!!

    2 downloads

       (2 reviews)

    Submitted

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  • File Reviews

    • By tempdecal.wad · Posted
      Um lol the TITLEPIC, also this wad lets you shoot crates to lower them and get ammo, and I like how the Minecarts puzzle was recreated using only Pain Elementals, however I have to say this isn't really well done, the puzzles are weird and you're expected to hug, shoot and press walls and some weird "Dormant" monsters, I applaud the effort that went into recreating the layout of the level, could use some 3D Floors and some Slopes though, but the visuals aren't all that great and the puzzles are somewhat different so if you haven't played the original level this will confuse you even more than their Decay counterparts, partly due to lack of hints and the weird and confusing visuals (I keep using the word confusing but there's really no better way to describe it).   1 star for the layout Faithfulness (barely), 1 star for naked Rosenberg.
    • By BaraKornel · Posted
      Fun map, with some decent design. I don't get the last teleport though, where the player can use the teleport to teleport to exactly the same place.
    • By Nine Inch Heels · Posted
      I've never done a review for a rocket jump WAD, so this might turn out somewhat like a ramble. Apologies in advance if it does.   I picked up RJSLOTH while learning the most basic things about rocket jump maps. That said, I really should have waited with this WAD until later, when I'd be more consistent with basically everything this genre entails. For those of you who have never made contact with this genre I'll have a short description in the spoiler below:

          Even map 02, in spite of being dated in the sense that it was made prior to some discoveries in rocket jumping, turned out to be somewhat demanding at first. However, as is the case with many ToD maps, there are consistency checks here that really helped me to get some moves into my muscle memory with brute force. Especially things that require precise timing are something that you either learn to do properly while you play this, or you give up trying. The map also features some "combo-jumps" in places, basically as "highlights" of a given section to round off the package. I'm glad I didn't give up. Beating map 02 felt really good.   As for map 10, which is a brutally tuned up version of map 02: You're looking at something that seems to have been built in a laboratory with a calculator. Each one of the jumps there requires extreme precision, and if you're anything like me, which means you're still looking to become consistent with the techniques for "(relatively) modern rocket jumping", you should only attempt this map during a weekend or so, because it could take you "some" time to nail these trick shots perfectly. I didn't manage to finish this map yet, but from the obstacles I have made it past I can tell that this map, as well as map 06 of this WAD, is aimed at people who can do certain tricks of ZDaemon rocket jumping blindfolded. Being able to build maps like this, so precise and unforgiving without feeling totally unfair is an impressive feat for sure, but for my tastes and current skills it is almost impossible to "digest", also due to the sheer size of map10. I will come back to it eventually though, because I wanna see the end of it.   The only reason I'm not putting down 5 stars here is that these maps are a little bit too repetitive for my liking in places. Obviously that's an easy impression to get when I can't do things very cleanly, which results in repeated attempts, so take this reason with a grain of salt and you'll be fine.
    • By galileo31dos01 · Posted
      Done with these settings:   - GLBoom+ 2.5.1.4. complevel 9
      - Ultra-Violence
      - Continuous combined with pistol start mindset.
      - Saves every 10 minutes or so.   This is a slightly improved sequel of a mediocre megawad. It has no story whatsoever, not that it needs one, it's practically designed without an overarching theme and focused on Boom compatibility, something that the prequel didn't communicate very well. Although you rarely see tricks like conveyors and silent teleports put to specific purposes, they're mostly for the atmosphere. A couple of maps use custom colormaps in particular setpieces. One is to simulate immersion in toxic, and the other in blood, or perhaps portals to hell?. Anyway, Community Chest 2 has some nice visuals using stock textures. While not every map looks great, a bunch are simply awe-inspiring because of the author's creativity. I dig the idea in "Death Mountain", the sinuous terrain with mounds everywhere is very neat, as it's theoretically a mountain floating in the air. My only gripe is the trees are placed to get stuck in. Other locations are plain techbases, brown caverns, wooden complexes, Inferno-styled hell and unknown places. Most of the music available are tracks from other wads and games, with only one self-made piece for map 24 by the same author, an amazing melody by the way. I would suggest to add your own tracks for the maps lacking them, for a stronger experience if it helps.   For those who have played the prequel first, and I'm sure everyone did, there are quite a few familiar names to be found, some of which contributed with more than one map. Gene Bird cooked around five for example, evoking a conservative "rooms with monsters" 90's style. His maps don't vary in any aspect to each other, nor to his previous works in Community Chest 1 unfortunately, but they blend well enough with the tone of the mapset. The first map is already by Erik Alm in his well-known Scythe fashion. Then we have individual entries from Andy Leaver, Kaiser and Use3d, the latter came as an improvement to be honest. On the other hand, a big portion of the people involved were completely new to me, and that's when I had to expect the unexpected, sort of. I'd say the maps had their ups and downs, generally enjoyable if some exceptions. They were also organized in a very random way, but that's no news. Just like a traditional community project, this megawad features a wide range of concepts, layouts, and forms to entertain the player, for better or worse. Fans of old-school and/or adventure maps will be delighted, as there are a lot of them in all sizes and difficulties, even several inspired by the original Doom levels. The obvious standout is "The Mucus Flow", a brutal map that can only be understood with patience and dedication, mostly the former one, and heavy chainsaw practicing. Besides, its curvy "mint-chocolate" design is beautiful and unique, or used to be, since tons of future releases found inspiration from it (e.g. Speed of Doom). A shame it has glitches in the sky. There are other remarkable moments to be experienced, such as to explore a city in depth to figure out the secret exit, or to fall in a sequence of fake exits that only exposes you in circles of chaingunners. I'm not sure how others will take it, but I couldn't hold my laugh after the second time.   Secret-wise, the first thing to know is that PRBoom users need to activate the "Linedefs w/o tags apply locally" option to enable access to some ZDoom-only secrets in maps 06 and 24. There is also a secret in map 20 that requires an archvile jump, but it's not possible to reach it outside of ZDoom versions. Other than those, hope your sense of exploration is wide awake, as there is plenty to locate and highly appreciate. I'm thinking of the standout map, of course. For favourite maps I will pick 19, 24, 27, and 31. Some others like 06, 13, 23 and 32 were entertaining for the most part, but not convincing as a whole. The rest range from good to dull or tedious, like the final map.    Overall, it's certainly an upgrade in quality, and I'm inclined to believe the successors are much better. Still, it's nice to traverse the history of the community chest projects. If you and I share similar tastes, then you'll probably find content to enjoy here, and if not, well, skip the unnecessary. My rate is 6/10.  
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