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458 files

  1. Urban Brawl: Action DooM 2 Bonus Content

    Urban Brawl was originally released as a free, standalone project but people could purchase an optional physcal DVD package which contained an added bonus wad with a half dozen fun or challenge maps.

    101 downloads

       (7 reviews)

    Updated

  2. Urban Brawl: Action DooM 2

    Urban Brawl is the prequel to Scuba Steve's: Action Doom, telling your character's history before those events. Urban Brawl embodies a comic book look and feel with cell shaded graphics and story sequences. All of this is fused with a gameplay that is reminicent of an old beat-em up game.

    251 downloads

       (163 reviews)

    Updated

  3. The Biovite Project v5.0

    The Biovite Project is a partial conversion. It contains five maps, plus new graphics, new sounds, new music and new monsters. It's Single Player only. This wad needs a current version of ZDoom (2.1.x). It is meant to be played with jumping disabled.
     
    If you got stuck somewhere or need help or further information, have a look at http://www.milianmusik.de/doom
     
    You'll notice, that the maps are becoming better in quality from map to map. This is because Biovite is a longterm project and my mapping skills are still growing. There's a difference of 3 1/2 years between starting of map 01 and finishing of map 05.
     
    I'm highly interested in your demos. Feel free to send them to the abovementioned adress. Thanks!

    83 downloads

       (26 reviews)

    Updated

  4. Bifrost

    Single map based on the idea of rainbow bridges.

    62 downloads

       (3 reviews)

    Submitted

  5. Under a Freezing Sea

    Originally meant for "The Joy of Mapping 5", this Bioshock inspired map takes you to an underwater base infested with hellspawn. Lots of swimming and custom enemies await!

    28 downloads

       (1 review)

    Submitted

  6. Abyssal Speedmapping Sessions: Session 39

    Twelve maps maps made during the thirty-ninth Abyssal Speedmapping Session in the space of 2 hours, with 15 minutes for music and texture selection and 15 minutes for bugfixing. Each mapper had the mandatory theme of stark lighting (minimum difference of 64), chosen at random from a list of ten.

    13 downloads

       (0 reviews)

    Submitted

  7. Abyssal Speedmapping Sessions: Session 38

    Twenty-one maps made during the thirty-eighth 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 the one mandatory theme of building their map around a particular powerup (not counting the Soulsphere and Megasphere), chosen at random from a list of ten. The second session had also had the limitation of using only Doom II monsters as a second theme, also taken at random from the list.

    26 downloads

       (1 review)

    Submitted

  8. Cursed Realms - Liar Of Horned God

    32 downloads

       (0 reviews)

    Submitted

  9. Abyssal Speedmapping Sessions: Session 37

    Sixteen maps made during the thirty-seventh 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 the one mandatory theme of using no more than twenty monsters, chosen at random from a list of ten. The second session had also had crushing floors as a second theme, also taken at random from the list.

    33 downloads

       (1 review)

    Submitted

  10. Bloody Boots

    You're about to get your boots bloody.

    27 downloads

       (0 reviews)

    Updated

  11. 2012 Collection

    I started mapping back in 2012, and during that early period of excitedly screwing around with DB2 I made a half dozen maps for a couple different projects that all amounted to nothing. They were sitting in a random folder gathering dust until I found them and thought they were charming enough to warrant sharing. The first two maps were made when I had no idea whatsoever how map formats or engine specifications worked, so I just made them in UDMF becuse that's what I was told to do. Then I found vanilla/limit removing, and things get a lot more straightforward from there.

    40 downloads

       (1 review)

    Submitted

  12. Aftershock

    The Story:

    June 8, 2129: You've been sent on a classifed mission to investigate an "issue" at one of the UAC facilities. You assume it's going to be business as usual...

    33 downloads

       (1 review)

    Submitted

  13. Abyssal Speedmapping Sessions: Session 36

    Fourteen 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:

    - Silent teleporters - 1 tag only - Crushing a voodoo doll

    Plus an extra one for those attending the second session: - Monster closets

    They also had a mandatory texture pack consisting of every texture from Doom II turned upside down. It was Jimmy's idea, I promise!

    24 downloads

       (0 reviews)

    Submitted

  14. Black Room

    This is a Boom compatible (cl9) level for Doom 2. The setting for this map consist in some UAC bases placed in a mountain area. This map is designed to be challenging on UV.

    123 downloads

       (6 reviews)

    Submitted

  15. Demons, say your birthday !

    I did this map for the good friend for his birthday few months ago. I decided to add this in archives, so it won't get lost forever on my hard disk. Main map is very short, few rooms with some action in them and of course, with some big cake. Jumping is allowed.

    33 downloads

       (2 reviews)

    Submitted

  16. 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

    79 downloads

       (1 review)

    Submitted

  17. 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.

    36 downloads

       (0 reviews)

    Submitted

  18. 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.

    54 downloads

       (1 review)

    Submitted

  19. 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

    42 downloads

       (0 reviews)

    Submitted

  20. 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.

    338 downloads

       (3 reviews)

    Submitted

  21. 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

    43 downloads

       (1 review)

    Submitted

  22. 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.

    49 downloads

       (4 reviews)

    Submitted

  23. 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)

    33 downloads

       (0 reviews)

    Submitted

  24. 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"

    32 downloads

       (1 review)

    Submitted

  25. 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.

    33 downloads

       (2 reviews)

    Submitted

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  • File Reviews

    • By Cottonmouth0309 · Posted
      One of the more underrated doom mods out there. The levels have a lot of detail and great use of 3D sectors, used for railings and other things. Not a lot of mods that I know of has these attentions to detail back then other than KDiZD. I like how the first gun, not weapon, first gun in the mod is a quad barreled shotgun. This might be bias but I don't see any other mods or games give the player a quad barreled shotgun as a starter weapon.

      The cutscenes and artwork used for them are REALLY well made. I like its story and the protagonist John Logan. His design looks like a cross between Daniel Garners from Painkiller and the Doom Marine from well, Doom 3.

      Speaking of Painkiller, the mod uses tracks from Painkiller, which is a nice touch. Admittedly, there are things in Legacy of Suffering that I don't like, such as the Painkiller/Serious Sam arena wave sections. Not all of them are bad, but the later levels that uses them are the worst offenders. Often spawning mancubi, pain elementals, and revenants that just makes the fights more tedious.
      DISCLAIMER: SPOILERS AHEAD
      END OF SPOILERS:
      In conclusion, Legacy of Suffering is a really well made mod and I really want other people to try it out. I would suggest to start on the easiest difficulty, do NOT get fooled by the normal difficulty Ultra Violence, it will kick your ass, and anything higher will probably break your soul. Other than that, I would highly recommend you to play this mod. It can be played on GZDoom, Zandronum, and Skulltag. That is the end of the review, have a nice day :)
    • By Bitofu · Posted
      Enigma is not exactly my cup of tea; the mandatory secrets are a bit annoying and the confusing layout of the maps doesn't help much. Still, the maps are fun to navigate and they feature some great architecture that lead to unique gameplay encounters. Overall, it's decently fun.
    • By Bitofu · Posted
      Nothing better than baiting the Bazooka Man into blowing himself up! Obituary doesn't pull any punches; you'll be facing tons of hitscanners and plenty of nasty traps, but you'll get to appreciate the fine work the Möller brothers did with this WAD. The maps are intricately designed with a judicious use of textures, some of them custom-made. The new array of weapons is great, especially the flamethrower, which can shred down a cyberdemon in seconds! The low point might be the plain secret map and icon of sin fight, but overall, Obituary strikes home more often than not.
    • By Michael Jensen · Posted
      In recent years, general opinon of MM seemed to move towars negative, moreso than any other classic 90's megawad. It's nice to see it recieve some positive attention and even though I'm not exactly a reviewer, I figured I'd join in. Aside from couple rough maps, it remains a great experience today. Generally good and varied vanilla visuals with beautiful highlights like Maps 05, 13, 14 and 21, certainly helped by some great, really cool custom textures, which fit in with the classic ones incredibly well, much better than any other 90's custom stuff (aside from Eternal Doom, but that's a completely different aesthetic). The maps are quite varied without the whole thing becoming incosistent/all over the place and the variety really helps blaze through the whole thing. In comparison, while I prefer MM2 in terms of individual levels, it has a ton of long or similar maps back to back, which can get tiring and take much longer to geth through. Another aspect of MM I really like is some really, unique and fun design choices, or even whole map designs that you don't see much these days for some reason. The Innocent Crew's maps especially are very creative in fun and refreshing ways. Incredibly underrated mappers. Literally everyone knows this already, but Mark Klem's music is amazing. 
    • By Amaruψ · Posted
      This could've been one of the first 32 level megawads that I played after completing the base games. I've played many more since then, and I can honestly say, for a megawad dating back to 1996, it still holds up brilliantly against a lot of modern wads.    Also @DoomGuy999, about that criticism about maps being coop exclusive... "Most levels were made for co-op play, all levels are playable alone as well."   Not exactly sure what you were expecting after having an explicit statement right there.  
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