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323 files

  1. Quantum Path

    26 downloads

       (1 review)

    Submitted

  2. The Remote Complex

    Two hours ago, a priority security alert was received on all channels from the Abrash Remote Research Complex, a small research and development site built into a steep hill among the terraformed landscape of Europa.

    Forty minutes ago, the Quick Reaction Force arrived on site.

    You've heard nothing since then, and now you're about to round the corner, into the dip where the entrance to the Remote Complex sits...

    [This is my first custom Doom map. Ever. Let me know what you think!]

    55 downloads

       (4 reviews)

    Updated

  3. The Recycling Bin

    This is a small compilation of old maps that I have recently touched up into a playable state, so that they can see the light of day for once. Maps 1 and 2 were originally meant to be contributions to a failed plain old doom 2 community project. (Complevel 2)

    65 downloads

       (3 reviews)

    Submitted

  4. Rebel Sky

    You've heard about the demonic invasion on earth, how legions of dark, mysterious creatures appeared out of the depths of darkness - bringing with them a blood red sky that threatens to set the very atmosphere on fire wherever they tread. The unknown fear of humanity now has a face - after many squadrons of troops have long disappeared, you are now tasked to infiltrate the haunted headquarters of this entity.

    It appears this hidden castle fortress is being converted into a staging ground for another invasion - many troops have attacked this effort, but communications have short-circuited, leaving many questions unanswered. Now the operation rests in your hands with uncertainty...

    You were supposed to teleport to a flooded graveyard outpost leading to this fortress, but a slight miscalculation traps you in a crowded hall surrounded by locked doors. It seems this headquarters has been partially built into a fully-functioning gateway for the hellspawn, and they've locked down hard in response to previous wanderers. Your job now is to solve this monstrosity they've constructed by releasing these hidden doorways, and acquire the three keys needed to seal their path into the physical realm. Doing this should hinder their effort of continually spawning these nightmares of humanity that have long been sealed away to prevent their return strategy, and pray that the rest of the commandos working elsewhere have been successful in keeping the others away. If you remain trapped in these headquarters, you may never see the light of day again...

    181 downloads

       (2 reviews)

    Submitted

  5. Dens of Borsippa

    A fairly linear map with medium difficultly (not easy for me but easy for experts). All enemies, ammo health, etc have been calculated on the average amounts in MAP23 of Doom 2, D2twid, TNT Evilution, Plutonia and Icarus.wad. The theme is bricks and hellish, but not hellfire.

    89 downloads

       (12 reviews)

    Submitted

  6. Return to Daro

    Four maps created to celebrate the 20th birthday of the one and only STRAIN. If you don't know what that is... man, screw *this* WAD; GO PLAY STRAIN!

    STRAIN has long been my favorite Doom WAD, and I've always wanted to pay tribute to it in some way. Suddenly, its 20th anniversary was barrelling toward me and I figured -- it's now or never!

    Let's take a trip back to Moonbase Daro together!

    NOTE: STRAIN.WAD and STRAIN.DEH are REQUIRED to play Return to Daro, and must be loaded in the correct order: STRAIN.WAD/.DEH and then RTD.WAD. If you don't see the "Return to Daro" title screen, something went wrong. And if you get stuck arachnotrons, the DeHackEd patch wasn't loaded correctly. When playing in ZDoom, make sure you unzip the contents of strain.zip before loading them.

    100 downloads

       (3 reviews)

    Submitted

  7. Kamikaze Suicidal

    A Plutonia map that replaces MAP22; this began as somewhat of a sequel to my Plutonia Revisited contribution known as Suicide Mission. I sorta felt my map was maybe too similar to the original Impossible Mission, so I thought to give it another go and make a toxic base level. Should be compatible with any source port.

    121 downloads

       (9 reviews)

    Submitted

  8. Quake Style Ending

    Remake of Quake shub-niggurath`s pit in the doom engine! Check below for info!

    ***Info*** You know you collect all the 4 runes and then a hole opens in the start, you enter in for the final encounter! I tried to keep accurate to the original as possible, on easy theres no monster spawner. Shub niggurath is replaced with a spider mastermind! Because romero would be too easy (Just run to him and shot!) you must telefrag the Spyder first (AND say "Right in the super chaingun!!!") and then detonate romero! I recommend playing on ultra-violence its not hard. in original quake its not too hard if you are careful, So good luck! of course not very accurate, i suck at mapping!

    Talking about romero he is making new fps! You are free to mod to your own liking, Eg replace spider with a cyber etc! Includes optional dehacked file that modifies the ending text!

    26 downloads

       (9 reviews)

    Submitted

  9. MRAndom sprite replacements

    I was thinking about parodying Linguica's SJW_DEAD, but accidentally made a decent map instead.

    After finding out about a social justice debate taking place, you and some of your bros decided to attend it and crush the feminazis with logic. tear them apart into shreds with rationality. Pretty much grind them into fine powder with realism. Rip out their intenstines and... yeah. Defeat them in a debate, basically.

    You entered the meeting without issues, but in the middle of the debate, you sensed the presence of copulins in the air! You took a look around and saw that almost all men in the room already turned into white knights! Facing the overwhelming opposition, you escaped through the window, leaving the betas inside to be drugged and turned into mindless zombie slaves. Talking time is over. Now the real battle begins.

    19 downloads

       (9 reviews)

    Submitted

  10. Random

    I made this map years ago when I was 16, I hope you guys like it. It is a random mess, hence the name. But it has a lot of different themes and secrets.

    21 downloads

       (10 reviews)

    Submitted

  11. Respawned: Back from Hell

    Classic, vanilla map set for single player and cooperative games with 12 small, medium, and large levels. Theme is hellish and consists of flesh, cave, temple and catacombs levels. Action in final levels takes place in outdoor and base areas.

    All maps are meant to be played in vanilla, oldschool Doom 2. If you wish to play this in a modern source-port, jumping and crouching must be disabled or else some maps can break. I also recommend disabling freelook, but that's up to you.

    Ultra-Violence is designed to be tight on ammo and health (but not too tight :)). If you find that too daunting, I recommend switching to Hurt Me Plenty instead. It's not much easier than UV.

    Even though every level is beatable on Ultra-Violence from pistol start, the WAD has been designed with continuous play in mind. This means that you're supposed to carry over inventory from map to map.

    Even with this continuity, MAP06 is meant to take away all your inventory on exit and you're supposed to start with pistol only on MAP07. If your source-port fails to do so, I recommend restarting MAP07 from scratch.

    MAP07 is a gimmick map where players are supposed to win through infights. It's a fairly short one and the only gimmick map in the WAD.

    It's ensured that maps will never break in cooperative mode. There are no spots where players can die and block other players from completing the level. It's safe to play this with your friend with "noclip" cheats off. Also, in multiplayer, a bit more ammo is provided, but it's not very much and WAD is tight on ammo otherwise. I recommend leaving "multiplayer items" enabled.

    Even though this was thoroughly tested in Chocolate Doom for visplane overflows, some maps come dangerously close to savegame size limit. Please be aware of that and keep your saved games on more than one slot.

    MAP09 was a bitch to get the visplane overflows worked out.

    This project was first started at the end of the year 2010. I was attempting to create a map set where each map is different from all the others in theme and layout, but at the same time offers continuity in which previous map progresses into the next one. Ultimate map count was undefined back then. Maps were made out of order.

    42 downloads

       (21 reviews)

    Submitted

  12. Quality Control

    Quality control

    24 downloads

       (13 reviews)

    Submitted

  13. Progress

    Somewhat challenging dark indoor map.

    15 downloads

       (7 reviews)

    Submitted

  14. Loathsome Cleft

    A 7-hour speed map for Obsidian's birthday, mapped entirely on the 32-grid (aside from thing placement) which uses the STONGARG gargoyle patch from Doom, the brown rocks from Quake and a squashed (both vertically and into the palette) version of the second hell sky from Doom 3. You start in a little cave and work your way round to the exit on the other side of little valley - pretty simple little map, but that's what you get in a speed map!

    17 downloads

       (5 reviews)

    Submitted

  15. Urban Escape

    A 3.5-hour speed map for WildWeasel's birthday which takes you out a "fire escape", let's you leap off of a roof, fight it out in a street segment and then back indoors to an exit. Pretty linear and easy, but that's speed mapping for you!

    28 downloads

       (9 reviews)

    Submitted

  16. Portol

    This is a Wad designed for coopertive or individual.

    16 downloads

       (5 reviews)

    Submitted

  17. Punchit.wad

    1st I have released. Lots of monsters, rooms, areas, secrets and surprises, moderately difficult for non-experts, so not so easy for me, a mere amateur.

    14 downloads

       (5 reviews)

    Submitted

  18. recycled.wad

    Doomguy has gotten lost in the older parts of the UAC and now has to find his way out.

    36 downloads

       (10 reviews)

    Submitted

  19. Marbles

    Short and sweet map with a hellish setting.

    56 downloads

       (11 reviews)

    Submitted

  20. King's Palace (release 2)

    You are in for a nasty surprise!

    12 downloads

       (3 reviews)

    Submitted

  21. Robot Junkyard Workshop's Doom Pack

    Something of a mini-episode, this .WAD is a collection of nine original Doom 2 levels designed for single-player and co-op play. (Sorry I didn't give this collection a cool name)

    Styles vary among base/subterranean/semi-hell themes, and I strived to keep a steady and consistent up-down, up-down pacing to the action and difficulty, including traps, secrets, and monster/item placement among (more or less) non-linear level layouts.

    Levels were authored sporadically over the course of 2011, to the end of December 2013, and touched up a little bit more before this release.

    Comments and criticisms are welcome and encouraged.

    27 downloads

       (13 reviews)

    Submitted

  22. Rust Bucket

    A rusty metal techbase built mostly for the dumping of toxins. Bits of it are kinda sorta not really based on the level Inmost Dens.

    16 downloads

       (7 reviews)

    Submitted

  23. Pavera Birthday Jamboree

    A short speedmap for Pavera's birthday. (Well, if you consider 4 hours to make this thing speedy :P) I was going to upload it ages ago but had some trouble then forgot about it.

    20 downloads

       (8 reviews)

    Submitted

  24. Reticula: Episode 1

    First episode with 10 levels for Doom2, my goal was to make some maps with varied themes and full of tricks and ambushes, minimalistic detail as usual in my maps trying to emulate the classic feel, but trying to offer more action than in my previous releases, several alphadoom textures were employed and a very few extra, as those from map06 and the sky. regardless using Doom2 stuff like items and monsters I think you'll find the maps more Doom1 resembling, except for map05 and map06 which use plenty of doom2 textures. This mapet also contains 10 new midis.

    64 downloads

       (16 reviews)

    Submitted

  25. Ragnor's Stronghold

    Birthday wad for Rangnor from Doomworld, leave your brain at home, this is the Die Hard of doom wads. Inspired by Map09 from TNT. Plays on the TNT IWad.

    21 downloads

       (8 reviews)

    Submitted

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  • File Reviews

    • 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.
    • By Havoc Crow · Posted
      Played for 13 minutes before dying. Did not enjoy this one; the caves ("catacombs" according to the text file?) section being unmapped AND full of samey corridors AND full of "mystery meat" switches was obnoxious. Likewise did not enjoy the "nested squares" section at the start, with ugly gray walls. Only visual highlight I've seen during my playthrough were rooms with water pools. Could not find a way to access yellow key, or do much of anything in the nukage area except dying, although it was satisfying to risk the run across nukage in hopes of finding a radsuit--and subsequently find one. 
      Slightly interesting is how enemies roam the interconnected caves and can surprise you from unexpected directions, but this only happened to me once or twice. 
      The revenant was placed uselessly and could be taken out too easily with hit-and-run tactics. 
      Too generous with health (soulsphere) and weaponry (room in caves). 
      The entrance to caves, with a long corridor which has to be entered from a demon-infested pool, was a briefly tense moment, but not sure if the demons chasing after me from the pool could enter the cave area; would have made for an even tenser experience.
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