Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

a-c

Sign in to follow this  

458 files

  1. A Taste for Blood

    Here's a 6-map episode for Doom 2. It's called "A Taste for Blood". These maps, ranging from small to large, hopefully combines good detail and atmosphere with, at times, strong difficulty. All maps are pistol-start-friendly and intended for. :)

    55 downloads

       (24 reviews)

    Submitted

  2. ArmageDoom

    My very first wad. A partial TC for Zdoom inspired

    111 downloads

       (83 reviews)

    Submitted

  3. Barrels 0 Fun

    A control panel and a barrel spawning script gives way to an almost unlimited number of ways to watch barrels explode in a domino effect way. It's worth a look, check it out. Other uses may include expanding upon the the original premise for creating games

    16 downloads

       (7 reviews)

    Submitted

  4. Coffee Break Episode 1

    Started in 2009-ish, Coffee Break was intended to be another 32 map megawad. Unfortunately, due to a busy schedule, laziness, and other excuses, I didn't finish it. But I do have 11 maps, so there's that.

    Submitted for your approval are 11 short maps designed to challenge all sorts of Doomers. All were made with lots of tender love and care, and with pistol starts in mind.

    279 downloads

       (71 reviews)

    Submitted

  5. Chaos

    A dark wooden house

    20 downloads

       (8 reviews)

    Submitted

  6. Chambers of Dis

    I made this awesome map for Zdoom called Chamber of Dis.

    I worked on this map on and off while writing for our Heretic record. This is designed for single player gameplay and it's REALLY BIG.

    Test your gamming skills and see how you stand in this environment of Survival Terror!!!

    60 downloads

       (28 reviews)

    Submitted

  7. Can't Run Frm Evil (Part I)

    Looking at my huge Doom folder i found lots of incomplete maps which never see the light of day, so i decide to keep up some of them and rearrange with a more "modern doom" look. These levels are the first four of them, and they are the bigger too. All maps can be finished starting with pistol only. Maps are hard, but difficult levels are implemented. Also, there are no continuity between maps, maybe except map 01 and map 02. First two maps are techbases, map 3 is city-based and map 4 is marble-metal based. Also i include a alternate PLAYPAL lump, the cool palette you sure already see on maps like simplicity and lots of Zdoom wads. Sorry i don't know the name of the creator to credit him...

    34 downloads

       (18 reviews)

    Submitted

  8. Back to the fire

    A medium to large sized tech map, use opengl mode!

    71 downloads

       (42 reviews)

    Submitted

  9. Crossing Pipes

    A 10 sector map. 4 of the sectors are sloped.

    11 downloads

       (5 reviews)

    Submitted

  10. A Doomed Base

    Infested techbase level created for megawad project.

    19 downloads

       (10 reviews)

    Submitted

  11. Actinium

    Two short maps with emphasis on intense action from the very beginning. Rather hard on UV - if they are too tough for you, try playing on HMP. The maps are designed to be played in sequence but the second map is playable from pistol start as well (it will be more difficult though). Designed for playing with jumping DISABLED.

    25 downloads

       (13 reviews)

    Submitted

  12. Beef Balogna

    This is a small map that I created inspired by the strife first level. The level is named after the song beef baloney by the punk band fear.

    24 downloads

       (18 reviews)

    Submitted

  13. Base32

    a small base style level

    14 downloads

       (10 reviews)

    Submitted

  14. Akuma's Super Fun Time

    just a MAP01

    12 downloads

       (5 reviews)

    Submitted

  15. Alkylation Episode 1: Handle with Care (version 1.0)

    An UAC outpost has been invaded by a new kind of demons. It's up to you to go there and clean the installations.

    27 downloads

       (19 reviews)

    Submitted

  16. Combat Shock

    4 new insanely hard maps. Started of as a plutonia tribute but later went bananas. Requires plutonia.wad to play. PrBoom+ complevel-9 is recommended!

    163 downloads

       (41 reviews)

    Submitted

  17. Brickwater

    The small town of Brickwater has been transported to Inferno. It seems the town is held in Inferno by some powerful demons and their vile spells. You must find these demons and kill them to return Brickwater back to Earth. The demons are located somewhere in the underground parts of Brickwater.

    13 downloads

       (7 reviews)

    Submitted

  18. Come Sail Away

    It's the War of the Worlds all over again. And you're going to be abducted.

    20 downloads

       (8 reviews)

    Submitted

  19. Church

    Sequel of We´re All Dead Here

    55 downloads

       (28 reviews)

    Submitted

  20. Amazing

    AT TEH UAC COMPLEHX, YOU MARINES DEAD, SOH THEIY SENTIFICATED YOU TO KILL STUFF.

    40 downloads

       (33 reviews)

    Submitted

  21. All SLIGE'd Up

    This mapset is a collection of six maps from four authors of the SkullTag forums.

    The maps are re-creations of SLIGE maps, but do not use the original map lump in any way. They are complete- ly from scratch. The authors used them as inspiration, if you will. Emphasis was placed on enhancing the aesthetics and gameplay of the original SLIGE maps, but maintaining the layout of the map.

    Mappers are: Impboy - MAP01 and MAP05 Dragonfly - MAP04 and MAP06 Daimon - MAP03 Jimmy - MAP02

    Music From: Impboy Paul Corfiatis Jimmy91 Silentzorah Bobby Prince stewboy

    41 downloads

       (19 reviews)

    Submitted

  22. Ashen Garden

    My first map, which was intended to be included in the Scorching Heat II project, but since it was abandoned, was left unused. It's a linear slaughterfest in a gothic & rock environment.

    34 downloads

       (10 reviews)

    Submitted

  23. Confinement 512

    Similar to Congestion 384/64, and Claustrophobia 1024/2, Confinement512 offers 7 new maps fit into a 512x512 area. Except, this time, NOTHING the player sees can be outside the area. Play WITHOUT jump, nor crouching.

    --

    This is also my debut release on Doomworld and my second singleplayer release! Enjoy~

    --BloodyAcid

    38 downloads

       (23 reviews)

    Submitted

  24. Boubool Beast

    As if this thing's monster grinding teeth aren't fearsome enough; if you don't have the strafing skills of a strafer, you can guaran-damn-bet that this thing will become your trufe enenemy.

    13 downloads

       (6 reviews)

    Submitted

  25. Creature of Despair

    This was originally suppose to be a slaughter map for DoomHero85's slaughter WAD project, but then I decided to release it as a standalone map since it was too different from the rest of the maps in his project.

    It's still a slaughter map though.

    It was inspired by the "Slough of Despair" from the original Doom.

    38 downloads

       (15 reviews)

    Submitted

Sign in to follow this  
  • 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.
×