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429 files

  1. Vicarious Reality

    Some 90's themed maps with new textures supplied by MagicMaha


       (1 review)


  2. Emergent

    Emergent is 4 small Boom maps, designed for pistol starts. They're meant to be played without saving, on a difficulty setting that will kill you quite a few times before you get an exit. Enemies are shuffled early in the maps, and will spawn in unpredictably, which (hopefully) will make your repeated attempts fun. If you save, you will get a more predictable experience.


       (18 reviews)


  3. Doggy

    Off-beat hell levels with lots of heavy weapons usage and Spidey vs Cybie showdowns


       (2 reviews)


  4. Dark Tide

    A sprawling coastal castle swarming with Hellspawn


       (2 reviews)


  5. DARK UNIVERSE-part 1

    6 map pack for GZdoom/Doom2.

    Small to Medium sized maps. Maps can be completed rather quickly (just find the switch that opens the exit and then find the exit), with lots of secrets, switches, scripted events, and hidden areas full of the stuff you might need to survive the next map. HMP and UV difficulties available.

    MOUSE LOOK REQUIRED. NO JUMPING/ CROUCHING. Intended for vanilla monsters and weapons but works well with most mods.


       (4 reviews)


  6. Demon Abundance

    Three new levels. Play them with a friend or two cause it's more fun that way!


       (14 reviews)


  7. EPIC

    One level for any boom compatible and limit removing ports. PrBoom-Plus or GZDoom are recommended. To play this PWAD file, unzip it into the directory with your PWADs then start: glboom-plus.exe -file epic.wad -complevel 9 (g)zdoom.exe -file epic.wad


    Do not play map05 in the current prboom (up to 2.4.8 for now), because of:

    a) All existing versions of prboom are buggy on levels with big open areas - precision problems. The latest Eternity release (3.33.33) also can't handle map05 correctly - the same precision problems. Use the latest SVN alphas.

    b) The current glboom-plus ( is much faster on levels with sectors which have too many lines. I got 80 fps in glboom-plus instead of 50 in glboom at map05.

    c) Vanilla GLBoom doesn't have an option for quality rendering and it is very noticeable on some levels, especially on the big tower at map05 and in the second room at map03 - big white strips and dots on corners. The effect doubles on ATI cards. Light sky is a headache of prboom. So gl_render_precise should be 1. I hope this variable will be removed in the future versions and quality mode will be forced.

    Note: gl_depthbuffer_bits in glboom-plus.cfg should be 24 or 32 to avoid some rare small glitches.

    Yo can download the latest prboom-plus here: http://prboom-plus.sourceforge.net/history.html


       (84 reviews)


  8. 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.


       (30 reviews)


  9. Disciples of Darkness

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


       (9 reviews)


  10. Futility

    First off, you can't win.

    Monster spawning pads surround the center area, which is where you spawn, and where ammo and some health spawns. There's cover around the base, and towers connected to it that teleport you in and out of the base. Your goal is to kill as many demons as possible. You will die. There is no win condition. But there is a score!

    As you kill monsters, the spawned monsters will get stronger and stronger. If you stop killing monsters, the spawned monsters get weaker. Killing monsters gets you health and ammo, so if you're low on health and there aren't any pickups you can see, well... hope you don't get sniped.

    There's also a minimap which tracks you, and the monsters surrounding the map - bigger dots means bigger baddies. Use it to more intelligently attack areas, or figure out where to run the hell away from.

    I added explicit support for Samsara 0.29b and Lelweps v7. If you don't know what those are, don't worry.


       (9 reviews)


  11. Extreme Terror

    Demons have once again invaded a UAC military base. Since you seem to be good at stopping such invasions, the UAC has sent you to contain the situation.


       (27 reviews)


  12. Demonastery

    A medium sized, architecturally detailed single-player map which twists back in on itself several times, set in a crumbling monastery made of marble and corpses.


       (4 reviews)


  13. Decade

    A single player level for ZDoom.


       (53 reviews)


  14. DemoniZed.WAD a BOOM only PWAD

    2 Levels only for the Team TNT 's engine modification: BOOM v. 2.02 DO NOT TRY run with original DOOM2.exe it will crash!! Map01 is MEGA-HUGE-EVIL LEVEL! This level alone is around 1.6 MB big, loaded with 15000+ linedefs and 21000+ sidedefs. This is a TOTAL CARNAGE. Level 2 is action all the time. Your goal is simply: SURVIVE AND KILL!


       (27 reviews)


  15. Deimos Abandoned Base #79

    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.


       (2 reviews)


  16. Flay the Obscene - Compilation

    /story Screw the story! There initially was one, but it just wasn't very well thought out! So it's had its head cut off.

    These levels won't disappoint you! They're great looking, original and action packed with a wide variety of Doom 2's monsters and weapons and so on and so forth...


       (8 reviews)



    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?


       (2 reviews)


  18. Coffin Curse

    More monthly doom maps from ya boyz at Doomer Boards for your neverending doom adventure.


       (2 reviews)


  19. Decadence

    UAC tech base on another planet. Map will not be displayed correctly on a port that does not use software render(or is using opengl or direct3d).


       (44 reviews)


  20. Death Beckons.

    This is a map with Quake metal textures. At first it was designed for Zdoom, but as I experimented with coloured lighting and 3d floors in GZDoom, I didn't go back.

    There is little difference between Hurt Me Plenty and Ultra Violence, but one area may be easier for some players on Hurt Me Plenty. So play that mode if you suck.

    This may be my last map for a while as I'm venturing into Quake mapping. I figure it'll be easier mapping for Quake rather trying to do Quake levels in Doom. My next design on paper is for Quake, but I'll probably port it over to Doom at a later date. Not to mention I still haven't finished the 75% complete Doom level I worked on almost a year ago.

    Please see 'bugs' below about sliding doors.


       (20 reviews)


  21. DOOM II: Hellscape

    A re-imagining those Doom II levels that take place in Hell (21-30). As such, these maps will probably be a lot more entertaining if you have a reasonable working knowledge of the original IWAD levels...


       (30 reviews)


  22. Disjunction

    A small mapset containing 11 thematically and visually diverse maps. Bit challenging, but hope you have fun!


       (37 reviews)


  23. Forsaken Overlook

    This map is one of the many parts of the Secret Santa Imitation Project, led by Brian "Snakes" Knox. It was meant to imitate the style of Chris "lupinx-Kassman" Kassap, and is designed for Single Player, Co-op, and Deathmatch play.

    A lonely medieval outpost overlooking a large sea sits on the edge of the world. In it lies a magical sword of power, waiting to be taken by a brave adventurer. But be warned - rumor has it that the sword was sealed away in order to keep an alleged curse placed on it at bay...


       (31 reviews)


  24. DOOM 2 - Flashback to Hell

    A 15-level mapset for DOOM 2 that is compatible with the "-complevel 9" setting. Features new music by PRIMEVAL and James Paddock, as well as high-quality redone sound effects by Per Kristian Risvik. If the new music tracks are buggy in ZDOOM while using FMOD, updating to the latest non-official revision might fix the problem. I recommend using Fluidsynth, though.

    Each level of this wad has been balanced for pistol-start play. In addition, this mapset has been specially balanced to allow for co-op play, using 2-4 players. In co-operative play, the maps will be teeming with LOTS more monsters than in single-player, but ammo and health pickups will be increased as well.

    PrBoom-Plus users will see a new set of demos. Please do not use freelook, crouch, or jump. These features will either break the levels or will lessen the old-school feel.


       (79 reviews)


  25. Monuments of Mars

    A custom single player mapset by members of Doomer Boards (doomer.boards.net)


       (10 reviews)


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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.