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458 files

  1. 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.

    38 downloads

       (2 reviews)

    Submitted

  2. 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

    30 downloads

       (0 reviews)

    Submitted

  3. 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!

    70 downloads

       (2 reviews)

    Submitted

  4. 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

    26 downloads

       (0 reviews)

    Submitted

  5. 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

    51 downloads

       (0 reviews)

    Submitted

  6. 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.

    52 downloads

       (2 reviews)

    Submitted

  7. 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

    49 downloads

       (3 reviews)

    Submitted

  8. 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.)

    3208 downloads

       (9 reviews)

    Submitted

  9. 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!

    37 downloads

       (1 review)

    Submitted

  10. Bad Religion

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

    406 downloads

       (2 reviews)

    Submitted

  11. Brown

    Short map with heavy use of brown metal textures.

    31 downloads

       (2 reviews)

    Submitted

  12. Cryogenics

    Set of 4 slaughter themed maps

    598 downloads

       (3 reviews)

    Submitted

  13. Cave Complex

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

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

    42 downloads

       (5 reviews)

    Submitted

  14. Charybdis

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

    74 downloads

       (1 review)

    Submitted

  15. 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.

    220 downloads

       (3 reviews)

    Submitted

  16. The Courtyard

    A medium sized level that plays around a guarded courtyard.

    26 downloads

       (1 review)

    Submitted

  17. Abcess

    A mapset I finished in 1998, never before released. See info below. Mapset is optimized for pistol start, although it was originally meant for continuous play. The Blue Armor in Map01 is the only item that still helps only continuers.

    246 downloads

       (4 reviews)

    Submitted

  18. Action Time

    Beat 'em up level for Action Doom 2, Comic feel, Cel shaded, and fun to play with few secrets.

    15 downloads

       (0 reviews)

    Submitted

  19. Antarctica Excavation

    The episode takes place in Antarctica. UAC found some mysterious shit deep under ice, and established a base around it. You are a marine positioned to guard the surface part of the facility. One day something goes seriously wrong and a portal to Hell opens... You have to descend deeper into the base and find a way to stop the demonic invasion.

    45 downloads

       (2 reviews)

    Submitted

  20. Bloody Ice

    Welcome to the bloody snowy island. Throughout the level, you will walk through snow and blood. Music is "Death Rattle" from Tactics Ogre. Demo can be found at: https://www.youtube.com/watch?v=RpfXqJzERus

    21 downloads

       (0 reviews)

    Submitted

  21. CMPHM

    This is our life. The VOITTO-group's life. A story about Winners, Markkus, Boulders, and other entities. It is meant to be as turbo as possible. You are a member of VOITTO. The DEWs safety is compromised by increased amount of Boulders. It is your duty to find the DEW and bring it safely back to Basket and end the terror of Boulders once and for all.

    31 downloads

       (1 review)

    Submitted

  22. CHLENG

    One day i decided to make some medieval/magic wad in doom. I made it. End of story.

    22 downloads

       (1 review)

    Submitted

  23. Bloody Rust 2

    A small community project where the maps are reminiscent of a rusting, aging, tech environment.

    93 downloads

       (1 review)

    Submitted

  24. Arena Boss Fights

    Arena Boss fights its a Mini wad which centers in 3 boss fights from the original bosses from DOOM 1

    172 downloads

       (11 reviews)

    Submitted

  25. Blood and Bones: A Skeleton Scorned

    You were but broken bones and brawny blood. Yet your tomb stirs, and here you stand!

    This was a map I created for the Vinesauce Mapping Contest a few months back. After the stream where Joel played through it people had started asking for the download link, so I decided to just release it now. It's mostly unchanged from the one submitted to the contest, the only difference is it has a titlepic this time around.

    77 downloads

       (15 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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