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  1. So we decided to have a speedmapping session for some reason, which was held during the entire day of 03.12.2017. The participants had a choice of 4 various map themes, meant to be used one-at-a-time: 1. Shiny-ass silver metal space base 2. Hellish converted techbase 3. Marble gothic temple 4. Depiction of some religious plot

    5 maps were created during the session, plus one which went to another project due to its author being a traitor.

    38 downloads

    (1 review)

    Submitted

  2. A sprawling coastal castle swarming with Hellspawn

    26 downloads

    (0 reviews)

    Submitted

  3. This wad file contains my very first GZdoom builder level for DOOM 2

    25 downloads

    (3 reviews)

    Submitted

  4. The seventh Eagle Speedmapping Sessions' goal was to make maps within a 2 (in practice 3) hour limit. Eight maps were fully completed, and the themes were: - Possessed mansion - No light levels brighter than 160 - Spectres and Lost Souls should be abundant Plus a bonus theme for the chaps who showed up for the final round: - No chainsaw, berserk or rockets.

    21 downloads

    (4 reviews)

    Submitted

  5. Tech-base themed map with non-linear design and alternative paths. Gameplay varies depending on the order of weapons you pick up.

    20 downloads

    (2 reviews)

    Submitted

  6. I wasn't sure how to achieve good gameplay in an open city, so I just put a roaming cyberdemon and a Peter Gabriel song in there. The cyber wants to be your sledgehammer but perhaps you have other plans?

    11 downloads

    (2 reviews)

    Submitted

  7. The fifth Eagle Speedmapping Sessions' goal was to make maps within a 2 (in practice 3) hour limit. Eleven maps were made, and the themes were: - Ancient ruins - Lots of switch mechanisms - No armor Plus a bonus theme for the chaps who showed up for the final round: - Boss fight for the end

    21 downloads

    (2 reviews)

    Submitted

  8. The fourth Eagle Speedmapping Sessions' goal was to make maps within a 2 (in practice 3) hour limit. Five maps were made, and the themes were: - No possesed humans - 1024x1024 playable area limit - No ammo except berserk Plus a bonus theme for the chaps (everyone) who showed up for the final round: - Map must be centered around lava!

    11 downloads

    (2 reviews)

    Submitted

  9. The Eagle Speedmapping Sessions' goal is to make maps within a 2 (in practice 3) hour limit. In this session, 8 maps were made, and the themes were: - Only use walkover triggers - 70 monsters at most - No ammo or weapons except plasma gun and energy cells And a bonus theme - health is only present via health bonuses.

    6 downloads

    (2 reviews)

    Submitted

  10. "Doom Fist" is a joke i've made for a little competition in doom moding, its a scripted sequence were the player basicly doesn't exist, its like a film.

    11 downloads

    (2 reviews)

    Submitted

  11. 4 level map set.

    25 downloads

    (2 reviews)

    Submitted

  12. 5 maps designed for PrBoom+ complevel 9. Play on HNTR or HMP. I spent the vast majority of time working on HNTR and HMP for maps 01-03. UV is an extra special difficulty that most likely only I will find fun.

    Maps31 and 32: These two maps are special bonus maps. Only UV is implemented for Map31. Map32 has HNTR, HMP, and UV implemented but I recommend almost everyone play HNTR on Map32.

    Difficulty descriptions: HNTR: I dont really play slaughter/I rarely play slaughter

    HMP: I like slaughter maps but it definitely isnt my primary focus.

    UV: I love going up against overwhelming odds, fighting tens (sometimes hundreds) of cybs/viles at a time, pain elemental swarms, Reality category of speedrunning.

    Due to the nature of these maps I recommend playing with infinite height off in ZDoom based ports due to the flying monster behavior mixed with high ceilings. These maps were designed for PrBoom+ cl9 which has vanilla flying monster behavior.

    Because of my mapping preferences play in software mode for best visual results!

    112 downloads

    (4 reviews)

    Submitted

  13. For musically enhanced versions of our levels, visit: www.innerdemonentertainment.com/doom/

    12 downloads

    (0 reviews)

    Submitted

  14. Fork And Knife In the Road is a single level for Doom 2. It's my first released level, and I really hope you enjoy it. I've only tested it in GZDoom, but I haven't used any fancy stuff so it should work fine in other engines. There MAY be vizplane overflows in vanilla, so let me know if that's an issue.

    21 downloads

    (3 reviews)

    Submitted

  15. Four challenging, limit-removing levels for Doom 2, inspired by various authors and maps (see the bottom of this file for further informations).

    62 downloads

    (6 reviews)

    Submitted

  16. Very large base. Mostly non-linear gameplay. Lots of exploration but plenty of action and surprises and mystery. The layout is not too confusing but you'll need to check your map from time to time. This is a hug and epic map which takes about 2 hours to complete.

    36 downloads

    (2 reviews)

    Submitted

  17. A big level.

    27 downloads

    (1 review)

    Submitted

  18. A recreation of Duke 3D's e2l11, "Lunatic Fringe"

    19 downloads

    (1 review)

    Submitted

  19. The Eagle Speedmapping Sessions' goal is to make maps within a 2 (in practice 3) hour limit. In this session, 14 maps were made, and the themes were: - Knee-Deep in the Dead - Techbases, starbases - The Shores of Hell - techbases warped by Hell - Inferno - hellish environments And a bonus theme - map must have less than 750 vertex.

    6 downloads

    (1 review)

    Submitted

  20. A large, single level for GZDoom, originally created for the Vinesauce Mapping contest in Fall 2016.

    23 downloads

    (1 review)

    Submitted

  21. //*******//

    Short straightforward map, which can be completed in a few minutes.

    //*****//

    10 downloads

    (1 review)

    Submitted

  22. The contact to the research station on Pluto is lost. Our Marine has to interrupt his holiday and must fly to Pluto. During the flight, he falls asleep. When he wakes up, his team already explore the station. Thats the story or completely different.

    My first map. Mostly weak weapons & monsters. Custom monsters. Very few monsters with the element of tightness. I guess i was influence by Quake 4 singleplayer which means linearity and frontal attacks. Recommend is the use of a GLRender.

    5 downloads

    (0 reviews)

    Submitted

  23. The first Eagle Speedmapping Session's goal was to make maps within a 2 (in practice 3) hour limit. Six maps were made, and the themes were: - Map must contain a lot of lava and a scene of an erupt volcano - Map must contain a switch which opens the only gate leading to a jungle - Map must be laid out in two floors - the surface and a tunnel leading to the Earth core

    20 downloads

    (3 reviews)

    Submitted

  24. 3 level singleplayer wad. Also designed for deathmatch. The levels were made individually over the course of about a year and a half, and eventually compiled into one single wad. MAP03 wad built first, and intended for use in TNT: Revilution (as MAP07 I believe), but I took to long to finish and it is used here now instead. MAP01 was made next after I thought of a neat idea for level repopulation without the use of ACS. MAP02 was made last, about 1-2 months ago. There were more maps for this wad, but some of them just never got finished, while others were put into my community mapping project currently known as "Plain Old Doom 2" (the name will change before release).

    The story of this wad is simple: You're a marine stationed at a base of classified location. When hell invades earth while Doomguy is on Mars, your whole base is overrun by demons. After being knocked unconscious in an attempted evacuation, you awaken and start kicking some demonic ass.

    43 downloads

    (2 reviews)

    Submitted

  25. This is a short level I made using a spooky ambience. Enjoy!

    One day, no one showed up for work at a UAC nukage facility. You go in and see what is going on.

    25 downloads

    (4 reviews)

    Submitted

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  • File Reviews

    • By SegaDoomer1223 · Posted
      It doesn't work I tried many times.....
    • By NuMetalManiak · Posted
      invulnerabilities are great to have in a slaughtermap. there were a few troll moments but otherwise it's fine.
    • By Jonathan · Posted
      The Sky May Be gets called the worst WAD ever, while this is feted with awards... What the hell's wrong with this community!?   Kidding.   After so many years of refinement and improvement in editors' skills, a lot of Doom maps are so exquisitely crafted that it's almost too much. Like admiring some ornate Gothic church, there's a part of your brain that rebels against the perfection on display, and wants something messier and uglier. Lilith.pk3 is, in its own way, just as intricately made as those other maps, except the craft is directed towards making something more experimental, corrupted and obtuse. Sprites, textures, music and sounds are all heavily modified, and engine bugs leveraged, to create the impression of a game world that is twisted and wrecked beyond repair. That player must navigate through a colourfully discordant environment that both does and does not conform to their expectations of a typical Doom game.   The mod's aesthetic is not totally unprecedented, either in Doom modding, wider gaming, or art in general. Glitch art, as the style is known, has enjoyed some success over the past few years, purposefully employing the kind of analogue and digital corruption that occasionally affects regular media for stylistic effect. The same criticism that could be levelled at glitch might also be raised here: that it is style over substance. When you strip away the confrontational aesthetic, is there anything left? E.g. would you play these levels if they were presented in a more conventional manner?   I would argue that, on balance, there is. While the gameplay is not quite as daring or original as the presentation it's wrapped up in, there are some cool ideas there. And the aesthetic is used to enhance these ideas, not disguise them. Towards the end, it does become a little needlessly frustrating, as the player must dance around moving and frozen projectiles over a series tiny platforms in a damaging floor. After reloading for the umpteenth time, you may wonder exactly why you're bothering to continue. But overall, lilith.pk3 admirably achieves what it sets out to do, and is well worth your time. Even if it ultimately turns you off, we should be glad that the Doom community still produces work as different and challenging as this.    
    • By Manbou · Posted
      Definitely 5 out of 5. I am so fascinated with the wad! All maps are incredibly designed and have traces that I have seen in doom2. 
    • By Gallic00 · Posted
      Very impressive visuals.  The fights were very, very hard but were also very fresh.  Recommended but be prepared to die a lot!