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429 files

  1. Elysion

    This is a sort of speedmap I made to combat mapper's block. It had no time limit, but I kept moving a fairly quick pace.

    72 downloads

       (30 reviews)

    Submitted

  2. We´re All Dead Here

    These maps are all playable from pistol start and have non linear gameplay. ZDoom compatible.

    76 downloads

       (57 reviews)

    Submitted

  3. Disturbia

    This is a very wierd map I made to sate my creative urges... The internal dehacked work changes the chaingun into the Super Chaingun. The amount of bullets the player can hold is also doubled. This map has no shotgun, shotgunners, or SSG, so I made this new weapon, a chaingun with a 50% faster rate of fire.

    240 downloads

       (25 reviews)

    Submitted

  4. Nightmare!

    A Huge map for Doom2 using the scythe2 textures. Totally fun to play.

    This is a new release with a couple of bugfixes.

    20 downloads

       (11 reviews)

    Submitted

  5. The Facility.

    Requires Doom2

    This wad is a huge nukage base.

    you must clean it out, kill the monsters,

    you know the rest...

    15 downloads

       (10 reviews)

    Submitted

  6. Hell Entrance

    A Hellish version of the Entryway for Doom2. A entrance into hell.

    19 downloads

       (12 reviews)

    Submitted

  7. Deus Vult Zero: The Shadowrunner Edition

    Act 1.

    So your name is MooMoo the JooJoo, and you're a marine on Mars, while making a sausage you're cock got stuck in a meatgrinder, and you don't know how to take it out without bleeding to death.

    Calling 9-11 is not an option because you'll die of embarrassment, plus that cute nurse you're dating won't look at you the same way ever again.

    Anyways, so after a few hours of panicking and deciding between dieing of blood loss or loss of face, you passed out on the floor, which means you're going to die and be embarassed as well.

    Act 2.

    In a strange twist of fate, you woke up and the meatgrinder magically dissapeard, and saw a wizened wizard masturbating behind a pipe organ (or into the pipe organ to be accurate) in a druid's cloak.

    You tap him on the shoulder wondering where you are, in return he got mad at you for "interrupting" his daily routine, so he turned around, instead of wielding his wizard wand, pulled out his wizard cock, yells, "dU = Q - W!" and POOF you're awake in a base with 4700 demons GL HF

    FOR FULL STORY DETAILS VISIT: http://www.stripcreator.com/comics/DaftPunkRailroad/472900

    FOR SEQUAL TO STORY VISIT: http://farm3.static.flickr.com/2652/3883164588_4cde81a1f4_o.jpg

    FOR ALL THINGS RELATED TO MOOMOO THE JOOJOO VISIT: http://mappingandtrolling.blogspot.com/

    73 downloads

       (59 reviews)

    Submitted

  8. Fiskmaps I Descend

    [Incoming message to Corporal Adrian "Wolf" Polonsky / Marine Force Recon Charlie-9 Squad / Outside AXIR Laboratory Complex]

    It's been over a week since the rest of your squad was separated from you on the mountain pass, which is now closed off due to the toxic rain moving in from the direction you came. The chances of you making it to the AXIR airfield to complete your mission are slim to none, but it's down to you. If you're going to make a move, you have to make it now... You don't know what's going to be launched, but you have to stop it.

    21 downloads

       (13 reviews)

    Submitted

  9. Demontia

    Story: The UAC was performing routine geological tests on some of Earth's subterranean caverns when they uncovered the remains of a temple complex of a long lost civilization. A few initial probes by recon teams showed no signs of life...until the accident. While chiseling away some rock from one of the main chambers of the temple, an archaeologist slipped and cracked his head upon the altar, spilling blood upon the sacrificial slab and sparking an aeon-dead ritual that awoke something wicked. Within moments the base was flooded with demons and the forces of Hell overpowered the marine defense. All that is standing between Earth and certain peril is you. Shoot your way down into Hell, knocking out each summoning gate and slaying its demon avatar before it's too late!

    Information: (Original Release Date: 09/24/09) I have been working on this WAD for nearly two years. Essentially, this is a thirteen level replacement WAD for Doom 2. There are nine regular levels, a finale, a transitional level, and two secret levels accessible through the campaign.

    Technical: *Added additional gore to the Former Human, Former Sergeant, and Imp sprites. *Replaced the music for several levels when appropriate, other times the default music fit perfectly. *Replaced the level title graphics as well as the opening scene graphic. *Replaced Boss Demon on-sight sound file. *Replaced Boss Demon sprite. *Added an additional texture. *Changed intermission text to perpetuate the story.

    Version 1.1 Notes: (Original Release Date: 05/19/12) *Updated for play with ZDoom 2.5.0. *Fixed minor texture errors. *Added weapons to MAP10. *Added platform to MAP10 to make targeting the final boss easier.

    Version 1.2 Notes: *Updated for play with ZDoom 2.7.1. *Added weapons to make every map playable from pistol start.

    16 downloads

       (7 reviews)

    Submitted

  10. Demons of Problematique 2

    An obvious sequel to Demons of Problematique. No cutscenes (aside from the ending), no new weapons, no new monsters, just Doom. With some fancy effects.

    Be sure to turn up the music volume to above the SFX volume. Music is used sparingly but serves a purpose other than just background noise. There are plenty of ambient sounds to provide atmosphere during regular play.

    If you are masochistic enough to want to subject yourself to the Nightmare! difficulty level, you can do so by entering the Hard level teleporter from the backside.

    Requires GZDoom using it's OpenGL renderer, using the software renderer will not work. Looks best with dynamic lights enabled, shader options turned on and fog enabled. It was designed specifically for these settings, so the appearance of levels may not be the same if some of these one of these settings are disabled.

    236 downloads

       (39 reviews)

    Submitted

  11. Redemption Denied

    The Redemption Denied expansion for the Doom64 TC, which also comes with the Outcast levels. This is the standalone zip file version.

    17 downloads

       (5 reviews)

    Submitted

  12. Doomworld Speedmapping Compilation #21

    After a rather large break since dwspd020 in Jan 2002, this is a compilation of the WADs entered in Doomworld's twenty-first speedmapping exercise. Participants were given 100 minutes to create a Doom 2 level of their own design, the only rule being Boom-compatibility.

    21 downloads

       (9 reviews)

    Submitted

  13. The Fireworks Factory

    It was just like last year's Fourth of July celebration. You were tagging along with your friends and fellow Americans, watching the fireworks go off in the distance, and downing enough bottles of beer to drown out your own blood. Suddenly, however, the sparks started to look... different. They glowed a dark red, and began falling to the Earth instead of dissipating. People began to panic as the sparks landed upon them and set them fully ablaze in an instant. You, however, stayed resolute. You knew who was responsible for this: The Legions of Hell! With your trusty pistol at your side, you make your way to the nearest fireworks factory -- where your keen senses tell you the demons reside.

    You will not let a bunch of hellspawn ruin the Fourth of July.

    * * * * * *

    This is a level I designed in less than 24 hours on the Fourth of July, 2009. After playing Qingshuo Wang's Rocketeer (ROKETEER.WAD), I was inspired to make a rockets-only level, and felt that it would be appropriate to do so on this particular day. The level uses mainly red, white, and blue textures, and I even turned the yellow keys into white keys! I implemented skill levels on this map, so if you find Ultra-Violence too hard -- and you just might -- try Hurt Me Plenty or lower. Your patriotic carnage is set to the tune of "The Star-Spangled Banner," and when you win the level, you are treated to Emanuel Leutze's famous painting, "Washington Crossing the Delaware." You can even find it in the level itself if you're eagle-eyed enough. All in all, I hope you have fun on this level, and if you're from the United States, have a happy Fourth of July!

    Oh, yeah, and the level does not realistically or accurately represent an actual fireworks factory. The title is just something I felt was appropriate given the idea behind this level.

    26 downloads

       (20 reviews)

    Submitted

  14. Doomworld Speedmapping Compilation #19

    This is a compilation of the WADs entered in Doomworld's nineteenth speedmapping exercise. Participants were given 100 minutes to create a Doom 2 level on a certain theme. This week's theme was complete/tweak a previous speedmap by the author.

    15 downloads

       (7 reviews)

    Submitted

  15. The Slipgate Experiment

    The UAC is up to no good again, except this time on earth. You must fight threw Area 420, and find the secret location of the slipgate.

    27 downloads

       (17 reviews)

    Submitted

  16. Evil Eye

    This is a puzzley map. Keep that in mind.

    36 downloads

       (11 reviews)

    Submitted

  17. Exol Base

    My first map

    14 downloads

       (8 reviews)

    Submitted

  18. Downhell

    Map 28 has been replaced by one challenging map. Also, I have placed an uv-max demo, made by Heretic, in the archive. Do you have any time when Hell goes down? Could you fight against Hellspawn?

    20 downloads

       (12 reviews)

    Submitted

  19. Doomdream

    This is my last wad, i enjoyed and suffered making it. i think the best one that ive done. i reccomend use latest versions of zdoom i only used doom format, not hexen.

    62 downloads

       (52 reviews)

    Submitted

  20. elpaseomortal

    a map for doom 2. zdoom engine needed

    17 downloads

       (12 reviews)

    Submitted

  21. Fallen - The Rising

    A Tech/Earth based 11 Map WAD using many of the features of ZDoom. Such as,

    14 downloads

       (6 reviews)

    Submitted

  22. Da Will

    A first wad from B0S (Best Of Survivors) clan. The B0S clan has sent you on the task to find out what happened to "Object 33", with which the contact has been lost. It is located in remote district of the Central America so be prepared for a tough way.

    85 downloads

       (62 reviews)

    Submitted

  23. Deatch Incarnate

    An abandoned base hidden in a cave. Abandoned? What's that, hiding in the gloom...?

    33 downloads

       (25 reviews)

    Submitted

  24. DOOM 2: EVOLVED (Version 1.2 Doomworld Release)

    A remake of the first 3 levels of Doom 2: Hell on Earth, designed for GZDoom 1.1.6+. Features up to 10 times the detailing of the original levels plus Quake lighting, reflective floors, ACS scripting etc etc.

    Although it is a remake (from scratch, I might add), there are parts of the levels which radically differ from that of the original design.

    Incorporates textures by Nick Baker, skybox art by Mighty Pete and the title screen was done (poorly) by me.

    Version 1.2 Includes the following fixes:

    -Stealth monsters replaced -Texture alignment fixes -Deathmatch player position bug fixes -Linedef impassible flag bug fixes -Internal DOOMDEFS lump added (No need for external lights.wad)

    51 downloads

       (35 reviews)

    Submitted

  25. Darkness Falls

    a long, 3 map mod for Gzdoom, with hard battles, new bosses and difficult chalanges.

    70 downloads

       (27 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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