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456 files

  1. Crimson Wood

    Medium/large non-linear map, quite hard (not too much for veterans), designed in 2 months + various days/weeks of post release tweaking

    13 downloads

       (0 reviews)

    Submitted

  2. Carrot Cake Massacre

    Carrot Cake Massacre is a sequel to Oreo Cake Massacre that is based off of Ice Rage. The level consists of brown, white, and orange, resembling a carrot cake (as you see in the title and intermission images). This file contains textures from sf2012-tex, cc4-tex, GOTHICTX, NB_RECOL, and q1tex. Expect this level to take several hours to finish.

    11 downloads

       (0 reviews)

    Submitted

  3. CEv7

    Small map I made towards the beginning of 2016 in between THT maps. Makes heavy use of floor scrollers and other Boom effects to create dynamic traps that change a bit based on the player's actions.

    34 downloads

       (1 review)

    Submitted

  4. Abyssal Speedmapping Sessions: Session 35

    Eighteen maps made during the thirty-fifth Abyssal Speedmapping Session in the space of 2 hours, with 15 minutes for music and texture selection and 15 minutes for bugfixing. Held in two sessions twelve hours apart, each mapper had three themes to choose from:

    - Using the Saint Patrick's day texture pack - Mandatory Partial Invisibility - Low friction (slippery) floors

    Plus an extra one for those attending the second session: - Moving liquid sectors

    30 downloads

       (0 reviews)

    Submitted

  5. Behemoth

    A moderately large map featuring a hellish fortification with progressively more difficult fights, especially in the secret areas.

    This map is old now (built mostly in 2016) but i decided to put it on idgames anyway.

    111 downloads

       (2 reviews)

    Submitted

  6. Abyssal Speedmapping Sessions: Session 34

    Twenty-three maps made during the thirty-fourth Abyssal Speedmapping Session in the space of 2 hours, with 15 minutes for music and texture selection and 15 minutes for bugfixing. Held in two sessions twelve hours apart, each mapper had three themes to choose from:

    - Use of red textures - Use of berserk - Candle bridges using self-referencing sectors or height transfers

    Plus an extra one for those attending the second session: - Use of non-liquid damaging floors

    19 downloads

       (1 review)

    Submitted

  7. Chill Base

    This was meant for the "Maps of Inebriation" mini-project but I got mapper's block and never got around to 6 maps but didn't want this map to rot and go nowhere. It's a modest tech base with all the usual bits and bobs around.

    29 downloads

       (3 reviews)

    Submitted

  8. Abyssal Speedmapping Session 30 (XXX)

    12 XXX-y maps made during the 30th Abyssal Speedmapping Session. This session was based around Using the Romero Head, making the map plasma oriented, and being "Moody as all get out."

    (Disclaimer: maps may not be as XXX-y as advertised)

    19 downloads

       (0 reviews)

    Submitted

  9. Abyssal Speedmapping Session 28 (XXVIII)

    12 maps made during the twenty-eigth Abyssal Speedmapping Session. This session was based around Health only via powerups. (Berserk/soulsphere/megasphere), Spirals, and "A shitton of lava"

    20 downloads

       (1 review)

    Submitted

  10. Abyssal Speedmapping Session 29 (XXIX)

    9 maps made during the twenty-ninth Abyssal Speedmapping Session. This session was based around Extensive use of ZIMMER textures, Living End style map progression. (Island in the middle), and Blur sphere against Hitscanners.

    25 downloads

       (2 reviews)

    Submitted

  11. Abyssal Speedmapping Session 27 (XXVII)

    15 maps made during the twenty-seventh Abyssal Speedmapping Session. This session was based around use of the donut effect and revenants, lots souls and PEs. Resources were taken from Stardate 20x7, originally without permission but everything was worked out because Ribbiks is a swello fellow.

    23 downloads

       (2 reviews)

    Submitted

  12. Abyssal Speedmapping Session 22 (XXII)

    17 maps made during the twenty-second Abyssal Speedmapping Session. Unlike normal sessions this one focused on collaborations, with mappers given two hours to work on a map before passing it off to the next guy. While the goal was to finish in 24 hours, the mapping process ran long, and some maps were polished well past the 24 hour time limit.

    Though it seemed like the twenty-second session was doomed to be forgotten, I decided to compile it long after the fact so that there wasn't an annoying gap in the compilations. Also, some of these maps are pretty good, and benefited from both the collaborative nature and the extra time in the oven. -7hm

    Even though this session flopped hard, like 7hm I think there are some strong maps in this session that deserve an official release, so I chose to finish the compilation. -4shockblast

    I know how to upload things to IDgames. I fixed a few CWILV graphics & made the M_DOOM & TITLEPIC. INTERPIC was made by EffinghamHuffnagel. -Jaws In Space

    20 downloads

       (0 reviews)

    Submitted

  13. Breathless

    Breathless is a large, Boom compatible slaughter map for Doom 2. The theme is deep blues punctuated with cyan and is heavily inspired by Swim with the Whales, both in aesthetics and difficulty. The wad is inspired by a lot of things visually though, from Metroid Prime's Phazon Mines to Sunder. I wanted to make each individual area fairly unique, so despite it being one large map and all within the same colour palette, the areas hopefully still feel varied.

    The map has a slaughter 'design philosophy' and is based around a lot of large set-piece fights, with some smaller encounters here and there. It is designed to be hard on Ultra Violence -consider it close to SWTW map 3 for reference- and is balanced mainly for this mode. HMP and HNTR are both implemented with the former tested a decent amount (not as rigorously as UV) and the latter given some quick runs. Hurt Me Plenty is fun to play and I can Max it fairly consistently without too much trouble; I would suggest playing on this difficulty first, as UV is punishing. Don't say you weren't warned :D

    The wad has a lot of secrets, so look around if you want to max it!

    23 downloads

       (2 reviews)

    Submitted

  14. Abyssal Speedmapping Session 22 (XXII)

    17 maps made during the twenty-second Abyssal Speedmapping Session. Unlike normal sessions this one focused on collaborations, with mappers given two hours to work on a map before passing it off to the next guy. While the goal was to finish in 24 hours, the mapping process ran long, and some maps were polished well past the 24 hour time limit.

    Though it seemed like the twenty-second session was doomed to be forgotten, I decided to compile it long after the fact so that there wasn't an annoying gap in the compilations. Also, some of these maps are pretty good, and benefited from both the collaborative nature and the extra time in the oven. -7hm

    Even though this session flopped hard, like 7hm I think there are some strong maps in this session that deserve an official release, so I chose to finish the compilation. -4shockblast

    I know how to upload things to IDgames. I fixed a few CWILV graphics & made the M_DOOM & TITLEPIC. INTERPIC was made by EffinghamHuffnagel. -Jaws In Space

    14 downloads

       (0 reviews)

    Submitted

  15. Abyssal Speedmapping Sessions: Session 33

    13 maps made during the thirty-third (ph33r) Abyssal Speedmapping Session in the space of two hours, with 15 minutes for music and texture selection and 15 minutes for bugfixing. Each mapper had 3 themes to choose from:

    - Using barrels to kill enemies - No monsters - Heavy use of hitscanners

    37 downloads

       (0 reviews)

    Submitted

  16. The Black Crown

    this is my first set of levels, four in total. took me about a year or so messing around with doom builder 2 to figure out how most things work, and this is the result of that. i'm not quite done with these maps yet, they may be included in another mapset later on, but i thought i'd put them somewhere for now.

    27 downloads

       (2 reviews)

    Submitted

  17. Abyssal Speedmapping Sessions: Session 32

    7 maps made during the thirty-second Abyssal Speedmapping Session in the space of two hours, with 15 minutes for music and texture selection and 15 minutes for bugfixing. Each mapper had 4 themes to choose from:

    - Instantly raising and lowering floors - Donut special - Rocket launcher-centric gameplay - Offensively Christmassy

    40 downloads

       (3 reviews)

    Submitted

  18. Breach

    Sprawling techbase medley with surreal interludes in hell. Assume the usual twaddle about teleportation research gone awry.

    This was an exercise in using the original Doom 2 textures and specials to build something very modern: with intricate spaces, long vistas and a bunch of half-assed environmental storytelling. Inspired by No Rest for the Living, Visions of Eternity, Vaporware Demo and Metroid Prime.

    (This represents about half of the map I had planned before I hit the seg limit; I may finish the second half at some point before the Earth finally plunges into the Sun.)

    281 downloads

       (2 reviews)

    Submitted

  19. Clickbait

    Hey, peeps, it's your boi JMAA yet with another DOOM MOD! This time, we got a schwifty BFG and a MEGASPHERE in this map, be sure to subscribe, hit the notification bell and like this video, let's reach to 6 MILLION LIKES so I can make more mods like this in /idgames! Let's go!

    6 downloads

       (0 reviews)

    Submitted

  20. Bad Religion

    A single map for DOOM2 containing new weapons, monsters and powerups.

    155 downloads

       (1 review)

    Submitted

  21. Brown

    Short map with heavy use of brown metal textures.

    20 downloads

       (2 reviews)

    Submitted

  22. Cryogenics

    Set of 4 slaughter themed maps

    145 downloads

       (3 reviews)

    Submitted

  23. Cave Complex

    Large gothic/hell theme cave style map with multiple paths and branching areas.

    Screenshots - https://i.imgur.com/fZClmnA.jpg

    32 downloads

       (5 reviews)

    Submitted

  24. Charybdis

    3-map wad for Boom+, flesh-themed.

    33 downloads

       (1 review)

    Submitted

  25. 2017 Collection

    A series of maps I made over the past year and a bit.

    Map 01 - Initially the opening map for a 'Thy Flesh Consumed'-esque project for Doom II Maps 02, 03 & 04 - Maps for a shortly-lived one-man Megawad I was working on in 2016. Map 05 - Started off as a collaboration between myself and AD_79 for the 2016 Doomworld Mega Project, which I polished up & finished after the year ended and that ship had long since sailed.

    88 downloads

       (3 reviews)

    Submitted

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  • File Reviews

    • By Classicgamer6 · Posted
      May not be the prettiest level but it is pretty fun to play. The level is hard on higher difficulties but is fair the whole way through.
    • By DeadAstronaut · Posted
      For players who enjoyed the original Doom, this wad set would appeal to them more than anything. The design is dedicated around the original game and in the styles of John Romero and Sandy Petersen. If there is one thing this wad truly does accomplish more so than anything, it is that the maps could pass for official id releases. For players who are new to trying custom wads, this is a decent one to begin with.    There are a number of maps that truly feel like you're playing a sequel to the original Doom. E1 follows the tech base style of Romero's level design from the original game with faithful renditions. The maps are mixed up, so they don't come off as copies to the original game's levels. Reactor Core feels like a legitimate sequel to Computer Station from the original game. Each level contains tons of secrets that are well hidden and some have hidden keys leading to doors, much like the original E1 had. The boss map with the barons is a faithful rendition that turns up the challenge a bit for expert players of the original game.    I personally found E2 to be more interesting than the Romero style maps. The textures offer a blend of tech base and the hellish look but it's more fluid in this wad as the levels progress. As the player progresses, the levels begin to look more and more hell-like leading up to the boss map with the cyberdemon The intermission screen fades into darkness the closer you get to the last level. The E2 levels do not so much feel like sequels and faithful renditions of E2 from the original game, but more in a way of carrying that torch to design levels that are similar. There's a couple moments where the influence can be felt back to the original game, but not every level will remind the player of a specific level. The cyberdemon fight itself is made more challenging with the use of teleporters. E2's secret level is the best in this wad offering fast paced combat.    E3 is where things begin to really change compared to the original game. The hell levels have a lot more going on to them and overall, feel much bigger than that of the original game. Chapel of Scorn is the one map in the whole game that sums up Sandy Petersen's level design style more than anything. It has an outside area resembling Sough Of Despair while the inside is similar to Unholy Cathedral (and contains a new secret puzzle that is something he would've done in the original game). Towards the end, Depths could be considered a weak level compared to the original game's level in it's slot (Mt. Erebus) but by this point, that's more of a nitpick than a criticism (my only real complaint is that the Mt. Erebus style level is a secret and not in the level order). The textures for E3 have never looked better than what you get here in this wad. Unlike the original game, the Spidermastermind boss fight is a legitimate challenge here since you can't just run up and BFG blast her. The boss stage involves crushing ceilings and a moving platform making for what feels like a grand boss battle.    Overall, I would rank this map set a 5 out of 5. The love is felt back to the original game as the team involved for this wad pay tribute to id's style of level making. For Doom players first venturing away from official levels and trying community projects for the first time, this is most definitely a good place to begin with custom wads.     
    • By Liberation · Posted
      Lovely looking level with some great features. The weather alone is awesome! Very playable, no cheap traps or anything like that, just solid gameplay. Also had the noise from the "Shadows" from Babylon 5 coming from the strange skull trees. Solid all-rounder.
    • By Voltcom9 · Posted
      This was an experience similar to the end of the movie 2001... It throws all conventional Dooming etiquette out the airlock and into the vacuum of space. Once I started playing this I simply had to keep playing, just to see how ridiculously stupid things could get.  As a jokewad I'd say it does it's job pretty well. It's worth a download if you want a laugh. 
    • By Xyzzy01 · Posted
      Totally not biased giving this review or anything... :D
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