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  1. Four maps with no health.

    11 downloads

    (0 reviews)

    Submitted

  2. This is a five level mini-episode for Doom 2, Map01,02,04,05 are made from scratch except Map03 which is one I have made before but I didn't release it.

    Miskatonic Trip: You have been called in the middle of the night to do some Demon-cleansing in some UAC base located closer to your neighborhood. You will have to travel right there on your own and taking down any demon opposition along your way.

    4 downloads

    (1 review)

    Submitted

  3. It has a lot of revenants!!! watch out!!!! ;)

    11 downloads

    (0 reviews)

    Submitted

  4. hello everypony this my thirst level i hoped you enjoy

    story:

    you were the marine the baddest of the bad so the colonel call you to him office:

    the colonel: very good marine, we have lots contact with are base in the planet awoeaw'awi, we believed that the demons have killed everyone on there, you must go there and kill them

    you: ok, i kick their ass

    much latter...

    you arrived at the base

    you: its quiet, too quiet...

    suddenly, the door lock behind you!

    "oh no, that is bad" you proclaimed!

    look like the only way out is through.......

    BTW if you where stuck on this map i include demo to helped you

    bug: some area would overload sprite limit on vanilla

    19 downloads

    (0 reviews)

    Submitted

  5. This is one of three wads I have recently made. It's intended for single player.

    13 downloads

    (1 review)

    Submitted

  6. One exploratory map made using exactly 1500 lines. I started it over 18 months ago for that Mayhem 2015 project but back then the process stalled after 500 lines. A few days ago I stumbled upon it in my TEMP folder (what, files can survive in there for so long?) and decided to complete it since I liked what I saw.

    21 downloads

    (12 reviews)

    Submitted

  7. Once again, I intended to release this as a Halloween special, but I find election days to be *MUCH* scarier (especially this one)...

    The idea for the No Demon Left Alive was conceived back in 2008, and was supposed to have been delivered early 2009, but unfortunately, I'm a chronic procrastinator. It was revived when one day, when, for kicks and giggles I turned on the TV to check out the political scene, and it became clear as day that we're DOOMED. So in light of our bleak situation, I'm releasing this wad...

    Enjoy!

    Story: ------

    After cleaning out the moon base, you make an attempt for the teleporter and expect to be on your way to safety. Unfortunately, you were overwhelmed by hell spawns. Damn near death, you discover a few of your marine buddies that had survived the initial invasion. With more marines at your disposal, you all go off to a vessel that was recently repaired, in hopes of making it off the moon base in one piece. In mid-flight, the vessel goes haywire, and the captain attempts an emergency landing on a nearby celestial body. As the vessel hits, it disintegrates and many of you are killed. You sustain a minor concussion, lucky you... As you recover, you gaze into the distance. It looks like you've inadvertently discovered the lost moon base, which now hosts a lost colony of demons With almost no ammo, an apparently no way off the moon base, you wonder: can thing get any worse?? Well, they know you're here...

    11 downloads

    (7 reviews)

    Submitted

  8. The sequel to Moonsong. Another practice map, this one intended to practice some different types of architecture and gameplay tweaks. After taking the gateway planted in Moonsong, you drop into a hellish world situated in the void. Isolated and alone, your only option is to go through.

    10 downloads

    (6 reviews)

    Submitted

  9. A (maybe?) slaughtermap with a focus on nonessential exploration. About half of your time can be dedicated to these areas, but of course they reward you. The area is supposed to be an old company yard, the demon-riddled remains of the Big Bad's sister company, awkwardly under the same acronym. A small house turned into a brainwashing station, a barebones office space complete with horrible boss and pinky pit, a nature walk, a pavilion fortress next to both of the parking lot bullies, the toxic computer construction plant, and the guard post guarding your final destination: UAC (not that one, the other one) headquarters. This IS my first map, so player beware. Although I think I've done a good job. Criticism welcome, but construcive is preffered. I tried to test everything: trigger traps, 4 different environments, open and closed areas, hordes, a few strong enemies, etc. Some things I couldn't try in this map, so I'll attempt them in another level sometime. Difficulty is both extremes: easy is a wimpy breeze, normal is a fast-paced fight, but you'll probably have reserves of health and ammo to help you through it. Hard.. well. you'll be greeted by an appropriate message. This is more or less an update to an old wad by the same name, but I had it taken down until I could fix a few pretty big problems, to name a few: a fatty got stuck on a wall, you could slide into a blue key area and basically break the level, an archvile could target you at the start, and I forgot it's basically forbidden to use nazis. Thanks for trying out my level!

    9 downloads

    (6 reviews)

    Submitted

  10. First wad when I started to really learn about doom builder like doors, secrets, etc.

    14 downloads

    (11 reviews)

    Submitted

  11. Dark hellish map for doom2

    13 downloads

    (9 reviews)

    Submitted

  12. Practice map to get the hang of layouts. It's kind of on the easier side of things. Dropped into a darkened and cold science lab. The moon has grown huge, and strange monsters infest the base. There's no sign of anyone else, so its up to you to survive and escape.

    15 downloads

    (12 reviews)

    Submitted

  13. Two maps with no health.

    12 downloads

    (10 reviews)

    Submitted

  14. Vanilla. Stock textures. SPOOGE, RIGHT?

    23 downloads

    (15 reviews)

    Submitted

  15. Previously unreleased tiny sequel to NH1.

    11 downloads

    (8 reviews)

    Submitted

  16. My first map, don't expect too much. It's for Doom 2 and replaces map02. Hope you enjoy it. :-)

    13 downloads

    (11 reviews)

    Submitted

  17. MAIN2.WAD (MAIN2D2.WAD --Doom 2 Version) is just a slightly revised version of my first Doom level. Mainly, it was revised to fix small textures errors (not much) and expand a far wall outside of the house. That's it. The below description is what Main.wad was originally.

    MAIN.WAD is a "DOOM" clone for episode one/mission one [Ultimate DOOM]. The primary function for this wad is to use it as a base for future reference in JERRY.WAD. The environment is based on the house I've lived most of my life....

    As you begin your quest (your goal is simply "to get out!!"), you would be in front the computer. I've duplicated the environment as you would be first sitting where I first created this wad on the computer in my room. So this is your trip: "to get out of this hell house!!!"

    17 downloads

    (15 reviews)

    Submitted

  18. A short map created in two hours for Rayzik's birthday (see thread: www.doomworld.com/vb/wads-mods/66375-a-birthday-request/). Nothing very special or pretty or fun, but uploaded to the archives for sake of preservation.

    3 downloads

    (1 review)

    Submitted

  19. The second set of maps from the Meatballs "series"

    6 downloads

    (4 reviews)

    Submitted

  20. One big classic vanilla map, inspired by "Interception" and "Bellatrix".

    27 downloads

    (25 reviews)

    Submitted

  21. It's my first map and it's terrible, but I decided to share it. I will be uploading more maps in the future!

    15 downloads

    (13 reviews)

    Submitted

  22. Another small experiment made by me, reminds me of early 90's community maps.

    11 downloads

    (9 reviews)

    Submitted

  23. What do you expect from this map? It's typical plutonia map with crude name, mixed layout, chaingunner/revenant spam, walls in thickets, instant traps, e.t.c ...

    19 downloads

    (14 reviews)

    Submitted

  24. Pretty simple map today, just blast some monsters and that's it.

    10 downloads

    (7 reviews)

    Submitted

  25. The Nazis have returned and they are not alone! The demons from hell are by there side and its up to you to destroy the source of it all.

    12 downloads

    (10 reviews)

    Submitted

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  • File Reviews

    • By galileo31dos01 · Posted
      Done on HMP/continuous/saves.   Ever wondered what is that "slaughter" thing that everyone talks about?... Here it is! Well, a part of it, and if you are totally new to this genre, you came to the right place. This is a very fun wad in many aspects, not just the slaughter component but also visually, almost every map is placed in a different theme: starting from ruined techs entering to snowland, then arriving to a gothic fortress and, well more gothic/hellish environments, culminating into a massive dark underground (gothic of course) citadel, which has top notch detailing (and no, details do not interfere with gameplay, I assure you). I quite appreciated this variation, and I have to admit that hordes + gothic textures are a great combination. Plus, the soundtrack is amazing, some strong and some smooth tracks depending on the case, I particularly loved maps 08 and 12 midis as they are more quiet yet fitting.    The combat component is pretty consistent, usually offering hordes to slaughter in multiple ways, with a moderate demand of crowd control, trap-based or not. One of the most common ways to handle the situations Rush provide is via circlestrafing + infighting, periodically removing what gets in the way. I preferred the occasions in which you must shape the scenario to be able to control the herd, which required some quick reactions and movement skills. In terms of progression, save for maps 06 and 12 that are more complex, the maps are fairly linear and easy to understand. As far as monster placement goes, revenants can be nasty in this wad, in companion to hell knights for your typical infighting shows. Yeah, mid and high-tiers in the majority, and rare presence of former humans, leaving the hitscan action into your hands, and a few spiders scattered in the set. Plus, there's a new mancubus a bit tougher and creepier than the ordinary, not an outstanding addition but something to be alert of. Archi made good use of the areas to put pressure not only from the monsters on the ground but from a considerate number of turrets. He also didn't abuse of lock-ins, so don't be surprised if you can leave and camp behind a hole, but expect to find more stuff ready to punish you for cheesing. When it comes to my personal highlights, I share some of Alfonzo's ones, particularly his last point, that was hilarious as one second I was exploring all cool all relaxed and the next one I was running in panic on lava like oh shit!. I'll also add that part in map 10 where I was pushed against my will into a room with monsters on grandstands, it was so funny.    Secret-wise, they are the usual different/misaligned-texture with a power-up or weapon inside, but there are also secret telefrag chains to save ammo, and secret fights!. The most complex map (12) has the hardest-to-find ones, so pay attention.    For favourite maps I'll pick 01, 06, 10 and 12. Unfortunately the last one has a bug that prevented me from exiting, otherwise a gorgeous map. No disliked maps.    Overall, I found it pretty accessible to anyone with enough experience in the game, so give it a try, at least on HMP, it's fun and worth of replay. Of course, avoid it if you hate hordes, after all, it's not the author's fault if you don't take a second to read the description ("boom-compatible slaughterish maps", yeah it's pretty clear to me), or play something else... My rate is 8/10.
    • By Bauul · Posted
      Four small, slightly surreal maps from Obsidian.  Similarly styled, these are short, taught, oppressive experiences where you navigate around the small (often vertical) areas finding switches to expand the play-area.  Each new lever introduces a new hostility to the area and requires a new strategy to beat.  It's not a hugely dissimilar experience to the more creative constructions found in various Confinement wads.   What really lifts this mapset is an excellent adhesion to a strong, well-realized atmosphere.  The maps give you the sense of being part of some strange experiment, with the small maps feeling at times like some kind of hellish test chamber.  The music, textures, architecture and even difficulty settings all come together with strong cohesion, and lend the mapset a personality that's only emphasized with it's well-suited name: who are what Tink is remains an unanswered question, not helped by the slightly creepy final epilogue map.   Some of the fights don't flow quite as well as they could do thanks to the small play space, but overall a very enjoyable little collection.  
    • By Fonze · Posted
      Adorable is a word I'd agree with for this wad and will start my review with for the purpose of extending the power of the subliminal advertising here.   Unfortunately, this wad is small and limited in resources, so even trying to look at this in the light of wads that don't contain maps still has this wad coming up short. Would love to see the author take these assets, add some more, and learn about map design in the advanced GzDoom engine, as this has potential and it would be cool to explore some more areas with this going on.   Definitely give it a download and a quick look, if just for how cutesy it is :D
    • By Agent6 · Posted
      Alright, another wad finished (moments before writing this), played through GZDoom 3.2.5 in Software.   So what do I think? Well it's damn good in my book. The gameplay is solid and fun for the most part, not very challenging though, and the levels are consistent in general, except perhaps MAP15 which is my least favorite due to the confusing design and the fact that it's a simply boring level (and ugly). Another one would be MAP18 "Cargo Bay", a rather simple and tricky level, but which offers very little and apparently also suffers from a game-breaking bug, the first time I played the map the yellow door was inaccessible even with all the switches pulled, I had to restart the level, after which it was fine. The tech based levels rely mostly on simple gray-ish textures, but they all look pretty good in general.    Being made by TeamTNT it's unavoidable to answer the question "How does it compare to Evilution?" And my answer is that, overall it is superior, even the bad levels. TNT was much more experimental and it didn't handle non tech based levels very well, and the maps that sucked, sucked really, really bad, whereas this one does a much better job, my favorite maps being MAP14 "Fortress of Evil" and MAP19 "Blessed Are the Quick" . Despite being well balanced most of the time, there are some maps which do troll the player, MAP16 "Bootcamp" being one such offender. A Cyberdemon in a very cramped space? How about no, I preferred to run away.   There are also some dumb design decisions in some levels, for instance, in MAP20 "War Temple" you have to take a lift to access a teleport which takes you back to the starting area. Now the problem is that, that lift is very small and in its middle is a red pillar which makes the movement and entering the aforementioned area very, very difficult, and for no reason. But, it's poor choices such as this that can ruin the entire experience, an otherwise very good map which is also challenging. Other bad maps, despite actually looking nice, have, well, absolutely terrible gameplay, one such example being MAP28 "Excavations". As good as it seemed to be initially when I looked through a window back at the starting area, I was quickly let down. There's a sheer amount of enemies in this map overall, but the area to the right of the starting zone that is reached through a short section of tunnels is the worst by far. It becomes infested by Cacodemons and Pain Elementals which will teleport immediately after killing the only Shotgun Guy there, and all you can do is hide in the tunnels and use a powerful weapon of your choice to obliterate the large wave of enemies, I used the BFG. This is nothing but detestable... why? Well, I understand that it is supposed to be challenging and catch you off guard, this area makes it very obvious that it's nothing less than a nasty trap, but there's a night and day difference between challenge and poor gameplay, just like the Cyberdemon in Bootcamp, those are obstacles which only serve as a means of artificially increasing the difficulty and not making the player do something intelligent to beat the area, or map, and contribute to frustration.   The final map is unusually easy, quite possibly the easiest I've played to this day, needing to destroy a reactor this time around but since the area is very large everything goes very smooth and you don't even have to bother with the enemies at all. In fact, I daresay it's not challenging at all.   The music in this wad is solid, there's not much else I can say about it, TeamTNT surely has a good ear for quality music which helps creating the overall atmosphere of the levels.   I have only ever run into one but major bug (see the second paragraph), but beside that, no other technical issues encountered. All things considered, I very much enjoyed this. It could've been a little better, yes, but it's solid for the most part, so I give it 4 stars.
    • By Pure Hellspawn · Posted
      4 out of 5 just because it was funny summoning friendly demons to bite the flowers.   Also watching a friendly cyberdemon not having any effect on the flowers was fun too.