102 files

  1. The highly UnAnticipated sequel to 2016’s highly UnDerwhelming UnAligned! 32 bigger, badder, and even more bizarre maps for vanilla Doom II.

    46 downloads

    (1 review)

    Submitted

  2. A super short megawad where I recreate Hell on Earth into tiny playable 64x64 playable area however there are still monsters outside the playable space to kill ya.

    67 downloads

    (3 reviews)

    Submitted

  3. This is a megawad project I started way back in 2013 but was burnt out of finishing it halfway through because I wasn't feeling like it despite having the rest of the maps sketched on my middle school notebooks and because I've lost two huge maps (MAP15 and MAP29) because of a lack of memory in my PC. In short, this was collecting dust for years and I've improved over the years and don't like most of the maps here very much nowadays, so I've decided to leave this project behind and move on, enjoy some of my earliest efforts.

    47 downloads

    (2 reviews)

    Submitted

  4. A megawad compilation of maps made by /vr/ users. Participants were asked to make a map in 300 minutes, with an initial two-week deadline period for submission. There was no particular theme beyond vanilla compatibility / no custom textures.

    At deadline 25 maps had been submitted, so it was decided to allow extra time to complete the set; also the previously submitted maps were bugfixed and polished, and finally the wad released to /idgames.

    Post-release update: the initial /idgames upload was found to be incomplete, so it was agreed to allow a further period of updates, bugfixing, and polishing.

    Please note the maps are intended for pistol starts.

    83 downloads

    (2 reviews)

    Submitted

  5. A megawad compilation of maps made in 300 minutes by /vr/ users.

    35 downloads

    (0 reviews)

    Submitted

  6. This is my first megawad Illuminatus. It took me a while to get the full version out due to problems with the beta testing as well as some personal things, but now I finally got the full official version out. I did release a beta of the Doom WAD, but it wasn't finished as it also had many problems. In the future, I might update this WAD with bug fixes when it comes to playing this WAD with DOSBox and classic source ports. I do hope you all enjoy this megawad.

    439 downloads

    (8 reviews)

    Submitted

  7. TNT: Revilution is a fan made community project the acts as a sequel to TeamTNT's Evilution. The goal of this project was to capture the spirit of what made Evilution so great, while at the same time bringing the quality of the visuals & game play up to modern standards.

    1660 downloads

    (15 reviews)

    Submitted

  8. 69 downloads

    (4 reviews)

    Submitted

  9. Get Out Of My Stations is the first episode of Back to Saturn X, a three-episode partial conversion for Doom II.

    Back to Saturn X is fully compatible with Doom2.exe and Chocolate Doom. It has also been tested with Eternity Engine, PrBoom-Plus, ZDoom, GZDoom, and Risen3D.

    255 downloads

    (62 reviews)

    Submitted

  10. 32 Doom2 Levels.

    42 downloads

    (17 reviews)

    Submitted

  11. 50 Monsters is a project I started back in 2014 when I was just really getting into mapping. It got a bit out of hand in the second half of development, and as such the final product is fairly inconsistent in terms of overall quality. Still, though, it was a good learning experience and I enjoyed creating it.

    79 downloads

    (25 reviews)

    Submitted

  12. You need Plutonia IWAD for this. Plot: Urania - a planet that suddenly appeared in the solar system. Many years ago there lived advanced civilizations, and now it is teeming with monsters. You were sent to Urania as part of the international battalion, in order to eliminate the cause of the monsters spawning from portals which terrorize the population and prevent us us excavate on the nearby planets. But now your comrades are killed and you are left alone face to face with an army of monsters on an alien planet.

    363 downloads

    (36 reviews)

    Submitted

  13. Nothing worth taking seriously. This is like one of those WADs that are actually old but get posted on the idgames database. If you like '94-type levels, you may enjoy this. Good for IDCLEV-ing.

    43 downloads

    (13 reviews)

    Submitted

  14. A collection of fast, fun old-school maps with varying difficulty levels.

    66 downloads

    (20 reviews)

    Submitted

  15. Well, I'm back. I thought Erkattäññe was my last shot but I wanted to make more maps so here we are. Mano Laikas is a full "classic" Doom2 megawad. Aesthetics are pretty simple, the themes vary from E1, E2, alpha and what I call "heteroclites" and my goal as for Erkattäññe was to make mid sized maps with moderate monster count so they can be completed in 10-15 minutes at best. Also I seem to have developed a style that some praise and some others hate (those who rate my episodes with 0/1 stars and give lame excuses for doing so) and I'm fine with that. You'll find some maps linear and some non linear, some maps with big height differences and some very flat (ressembling the early Id maps / 1994 wads).

    This mapset also encourages the use of the rocket launcher (except for the cramped maps) because I didn't want this to become a SSG fest as it usually happens.

    73 downloads

    (27 reviews)

    Submitted

  16. Who cares about some corny story line, who reads it anyway but the geeks who write it. SCREW IT!! Just play the f#%$&&*! thing. These are still the best maps ever made...4 DOOM.

    55 downloads

    (24 reviews)

    Submitted

  17. This is a reupload of the 1995 megawad Cleimos 2 to repackage it in a manner suitable for modern users. The original version uploaded to /idgames was a pair of ZIP files, cleim20a.zip and cleim20b.zip, each containing half of the megawad and each of which were small enough to fit on a 3½-inch floppy disk. Once both ZIPs were extracted, the user would then have to use a batch file using DOS' (and Windows') "copy /b" command to combine both halves of the WAD to create the full megawad. Because floppy disks have been obsolete for decades, this process is no longer necessary and serves only to deter non-Windows users from playing it. Thus, both halves have been combined into one file which can be used in any source port directly.

    cleim20p.zip contains the complete Cleimos 2 WAD file alongside the original text file and the two GIF images, but none of the batch files or the copy of DEUSF since neither are necessary to play it in modern source ports. However, the original cleim20a.zip and cleim20b.zip, with the split WAD and all of the omitted files, are bundled with this version as well, complete with /idgames archive timestamps, for historical interest and to satisfy the permissions specified in the text file. The original two ZIPs and their text file also remain available on the archive as separate downloads.

    Note that the in-game demos were recorded with Doom II v1.666, and therefore will not play correctly unless you use that version of the game executable or a source port that can emulate that version such as PrBoom-plus.

    53 downloads

    (9 reviews)

    Submitted

  18. This is a reupload of the legendary 1997 total conversion STRAIN to repackage it in a manner suitable for modern users. The original version uploaded to /idgames on September 14, 1997 was distributed as a self-extracting LZH file, which one could run only in DOS, split into four pieces so the user could copy them to four 3½-inch floppy disks and install the WAD that way if they wanted. Because both DOS and floppy disks have been obsolete for decades, this method now serves only to deter all but the most tech-savvy users from playing it, and thus it has been repackaged as a regular ZIP file.

    strain.zip contains the complete contents of the self-extracting LZH extracted with another program so that the timestamps are preserved. No files are needed to play the WAD in modern ports apart from STRAIN.WAD and STRAIN.DEH, but they are included anyway for historical accuracy.

    The WAD's permissions (see below) allow it to be redistributed as long as the original text file and package are included with no modifications. Thus, the original 1997 strain10.* package is included as two separate files complete with the original /idgames archive timestamps, not only to follow the permissions but once again for historical interest. The original package also remains available on the archive itself as a separate download.

    138 downloads

    (19 reviews)

    Submitted

  19. 3 Heures d'agonie 2 is a collection of 32 vanilla speedmaps designed by members of the French Doom Community. The general rule was that each map layout was to be made within a time limit of 3 hours.

    46 downloads

    (27 reviews)

    Submitted

  20. A megawad of vanilla maps, each made in 200 minutes. https://archive.foolz.us/vr/thread/1614552/#1620243

    71 downloads

    (36 reviews)

    Submitted

  21. 1024x1024 letters with gameplay on/in/around it that goes in the alphabetical order with some skip maps in the middle for vanilla compability.

    47 downloads

    (37 reviews)

    Submitted

  22. Imagine a world where Doom II was never released, and the only information that ever came to light was the level titles. Then imagine that nearly 20 years later, some people decided to make some levels based on how they interpreted the level name. Those very levels are in this WAD file.

    137 downloads

    (99 reviews)

    Submitted

  23. 32 maps for vanilla Doom, each one made in one hour over a period of 3 weeks. Bear in mind that all of these maps were designed for pistol start, so be prepared for a rough ride on continuous play.

    76 downloads

    (43 reviews)

    Submitted

  24. PIR2 is 32 levels designed specifically for co-op play with my grandson. The levels are all fairly small, and packed with as much health, ammo and monsters as I could cram in. It gets boring running around in the dark trying to figure out the maze when there's no monsters left. That ain't gonna happen in these wads. Have all the fun you can, and if you can't BE CAREFUL!... --bp

    20 downloads

    (11 reviews)

    Submitted

  25. Doom II The Way id Did is the long awaited sequel to 2011's Doom The Way id Did. It comprises 32 levels that endeavour to both look and play as though they've come from Dallas, 1994, from the very toiling hands of Sandy, John and American.

    The idea was originally kicked about by Jason Root aka Hellbent, whose passion for the game and knack for growing enthusiasm resulted in one of the most successful community collaborations in Doomworld history – not to mention an impressive collection of more than 100 total submissions. While not quite as successful as the first project in this regard, painstaking lengths have been made by those involved to ensure that D2TWiD is as true a doppelganger of id's Doom 2 as it could ever be. And we hope that you agree! Enjoy!

    188 downloads

    (90 reviews)

    Submitted

  • File Reviews

    • By Zalewa · Posted
      This is a really beautiful map divided into about 7 sections which each have their own distinctive flavor, though they keep the same theme. Sections are interconnected with lots of corridors, somewhat building a confusing layout that might not be easy to navigate. However, the sheer level of detail polish, the texturing and the intriguing ways in which everything is connected here easily conquer that little inconvenience. While the fights doen't belong to the more unforgiving ones, you will find lots of health and armor to help you pull through. Definitely recommended.
    • By Zalewa · Posted
      A hub-like MAP containing 7 separate levels, each is completely separate and each must be completed for the exit to become available. You can complete them in any order, though the final one offers the most noticeable step up in difficulty. Each section has the same level of quality, polish and good design.   Each completed section gets marked with a green slimefall texture (incompleted are red bloodfalls), though each section requires you to push a switch to exit. If you miss that switch you will have to return to an otherwisely completed section. It would probably be better to just use walk-over lines for marking sections as completed.
    • By Meril · Posted
      Map made in 1995, typical for that era. You can find mazes, square rooms etc. But few rooms are better with some details and more intresting. None of teleporter flat is correctly fitted to grid. Gameplay: Monster placement is not bad except two rooms. First when you teleport into small room tightly filled with pinkies. Second is the worst of the worst. You are teleported into big square room crapped with pillars and monsters including archville where no place to hide. Backtraking is present, but not disturbing. Overall: Ok, but some places are very bad designed.
    • By Meril · Posted
      Like most of '95 maps, low details, square rooms etc. You can find here some weird use of textures and walkthroughalbe bars. In gameplay side, map is ok. No challange, but not boring neither. Overall is barely below average. 3-/5*
    • By galileo31dos01 · Posted
      Done on HMP/continuous/saves.   A super solid mapset I had the pleasure to play. This one felt like a modern adaption to the old known Scythe, while bringing its own personal style: it is divided into episodes, difficulty progression is highly notable between them, but monster density remains on the low side. Visually remains on the classic side, starting with tech bases, always indoors, then slightly pushing the player into open spaces connected with caves and lava, and more fleshy/spooky environments nearly the end of the set. Personally, I really liked that purple sky in mid maps, an unusual color in the game. While the author kept it simple with texturing, there's a lot of work on atmosphere and connection between levels. More specifically, in most maps the starting place is the previous map's exit room. If not then you'll know where you'll going to be, again because of the theme's consistency, which I liked a lot. One thing to point out is the usage of darkness in at least one piece of every map, something that always gave a sense of insecurity, as monsters had an advantage I lacked, which was pretty cool and tense (map 25 last room is dark and brutal, one of the most memorable moments of the set imo).   The combat and layout are the most consistent and interesting sides of this wad. Monster count might not be too high, but the author worked it out in way that little can still be brutal. The first and second episode are very low-key, with some surprises to introduce the player into what's coming. Third and fourth are more trap-based and also introduces serious (but simple) platforming/chasms. Last two episodes are what Moonblood as been anticipating so far, all of the previous but in a much brutal and unforgiving way, also including hectic starts. On par with this difficulty progression, there's monster progression, this means that each monster is introduced in an old-school iwad way, only barons appear much later than I expected. In terms of layout progression, non-linearity is what rules, excellently done btw. The maps will give you the opportunity to choose your way to find resources and deal with monsters. Despite playing on continuous, I payed attention to the weapons placement: it's not your usual classic megawad, there's place and time for each weapon to be the star of the map, usually provided near the starting spot, so the player has an idea of how's the map going to turn out. This kind of pace was really appreciated, since I enjoy variety. A final boss is included to give a conclusion to the story (quite a nice story, if you want to understand the author's view it's here), always nice to see custom endings that don't have an IoS, always nice.    Secret-wise, these are not just your typical misaligned texture, with usage of the automap and a good ear you can find them all, but they usually take an extra effort to find, more often related to audible clues. They don't give you much in general though, this is probably the only downside as sometimes I found single medikits and I didn't need them at all, but perhaps pistol starters might appreciate them more... My favourite maps are from the fifth and sixth episode, the secret maps too, since there were more open layouts and mixing of every monster/weapon. I think there was no map I disliked, well maybe map 26 which was quite good except for the many imps on ledges lol.    Overall, I dig this gameplay, very exciting, recommendable for anyone looking for classic adapted to nowadays perspective, if that makes sense. Uh just try it, Scythe and Jenesis fans can't miss this, my rate is 9/10.