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429 files

  1. 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.

    108 downloads

       (27 reviews)

    Submitted

  2. Mt. Erebus 1024

    A E3M6 themed ZDoom compatible level for Doom 2. The playing area is limited to a square of 1024x1024 units. This is my first completed level for ZDoom, although not the first Doom level I have made.

    20 downloads

       (9 reviews)

    Submitted

  3. Debrecen

    A city themed map, inspired my hometown

    37 downloads

       (12 reviews)

    Submitted

  4. Distress call

    The plot:

    You received emergency signal from far outpost on other side of planet. Your boss decides you should go there and find out what happened. So, you there, and things get worse...

    Archive includes both Doom and Freedoom versions (because not everyone like Freedoom). Main difference lies in UV difficulty. It's not copying HMP in Freedoom version, while Doom's contain your favorite slaughterfest (just kiddin. But really UV is hard as hell, trust me).

    31 downloads

       (17 reviews)

    Submitted

  5. Demon Hideout

    This is a pretty straightforward WAD, I designed it in a couple hours yesterday.

    This is meant to either be played in GZDoom, ZDoom, or Zandronum. I'm unsure about skulltag though or other ports. Feel free to try it on other ports and tell me about it.

    23 downloads

       (10 reviews)

    Submitted

  6. The Fortress of Lucifer

    Yes, I know you're gonna take one look at my name and automatically assume this is going to be a Terry WAD, but no need to be paranoid though. This is just a short little slaughtermap that I put together in about 5 months, most of that time being me forgetting it even existed because I was doing other things like SMW hacking. So enjoy this dynamic-light-abuse-fest!

    33 downloads

       (20 reviews)

    Submitted

  7. oh

    silly arena map in the style of slough of despair

    24 downloads

       (14 reviews)

    Submitted

  8. Fear Station Bravo

    Tech-base themed map with non-linear design and alternative paths.

    27 downloads

       (16 reviews)

    Submitted

  9. Devile II

    Don't get cocky as these three small but hard maps will surprise you to the chill! Devile 1 was not released due to problems.

    58 downloads

       (31 reviews)

    Submitted

  10. dib map26/27

    Drown in Blood map26/27 redesigned for single player.

    22 downloads

       (11 reviews)

    Submitted

  11. Disaster

    Ugly confusing maps from the 90's are back! It's a disaster! One of my best levels.

    19 downloads

       (13 reviews)

    Submitted

  12. Demon Prince Sings the Blues

    Small map with "intelligent monster placement".

    15 downloads

       (9 reviews)

    Submitted

  13. Dark Labs

    This is my relatively fast-paced level that I hope will keep you entertained. Give criticism as I hope to improve!

    20 downloads

       (9 reviews)

    Submitted

  14. Demon Trench XL

    This is a heavily retooled version of the map I submitted to NOVA II all those months ago. It's far more detailed, more streamlined, has more involved combat, new music, and an entirely new section based off of that one scene from House where the dude goes into the mirror and explores the dark spooky void.

    The map itself is a rather melancholy trek through a dark, mountainous environment and the many nearby caverns, moving towards a humble water treatment plant. What dark secrets does it all hold oohsuspensesuspense. I also did a weird trick where I placed lamps and torches behind wall lights so it would look like they're glowing in advanced sourceports.

    The reason this version wasn't added to NOVA II is because Gobu says he prefers the original. Personally I like this version, so I'm more than happy to keep my preffered rendition all to myself :p

    16 downloads

       (8 reviews)

    Submitted

  15. The Dime Birthday Level Collection

    Twelve levels designed for the 25th birthday of Doom speedrunner Dime! The restrictions given to the designers were:

    - Boom compatibility (a.k.a. PrBoom+ -complevel 9) - No green or blue armor - Maximum 75 monsters - In the style of scythe map 22-24 gameplay (texture use is up to [one]self) - Must [have] a BFG, but only a maximum of 200 cells in the map INCLUDING BFG pickup.

    All levels were played by Dime on his Twitch channel. He wrote on Doomworld afterward that "From Melbourne streets, to green scythe, to near impossible maps it was all a blast." Said "near impossible map" is included as MAP32 and cannot be reached in normal gameplay; you must warp to that level to play it.

    25 downloads

       (14 reviews)

    Submitted

  16. April Fools STARTAN Maps of Any Quality

    April Fools 2015 STARTAN Challenge Project: Make a map using PRIMARILY Doom Builder's default Doom 2 textures (STARTAN2, FLOOR0_1, CEIL1_1). You can use other textures too, even custom textures if you want, but use primarily the default ones. Format, compatibility, map size, gameplay style and your effort doesn't matter. All maps are accepted unless they're malicious. Custom music is allowed, but D_RUNNIN is preferred.

    39 downloads

       (11 reviews)

    Submitted

  17. Deem Episode 1

    So that you know what this is I shall say right here, here is the most public and certain ZETA for your consumption and enjoyment. It started from my dissatisfaction with WOOO, how it was just agonizing crap maps with little humor, so I made what I wanted: Pure bizarre fun. It's a jokewad designed to make you laugh, what a novel concept. It is complete, the words to choose to describe it fall simply under "done." But that is sort of for you to decide.

    Features include Cooking Mama dog score combos and an exciting race with He-Man and a shark, concluded by a battle with the terrifying Snoic [sic].

    This is the first of 2 9-map episodes. First episode is this, episode 2 shall be a separate wad but they can be combined into one by the end user using lock-on technology. It will be most beautiful, as episode 2 will take place in the castle of the Antlion Lord. Your replies will most certainly be "Ghey WOOO ripoff," and "eat shit and die," but I must do what is right and live life consequences.

    I recommend you watch the trailer first, as the experience is not complete without it: https://youtu.be/Hi70FK21xOk

    26 downloads

       (12 reviews)

    Submitted

  18. Infernal Fortress 2.1

    A remake of a remake, this is and upgraded version of my old map Infernal Fortress 2 (released as "Finfer2"), adapted from zdoom to boom format.

    15 downloads

       (3 reviews)

    Submitted

  19. Infernal Fortress

    My first big map for Doom, made back then on the year 2010 for zdoom and released only on the hispanic forum Diseño Doom, this version was modified to work with PR/GLBoom, other than removed slopes and decorate monsters, this map remains unmodified.

    11 downloads

       (3 reviews)

    Submitted

  20. Double Dribble

    "Double Dribble" was the name of a comedy duo in a hentai manga by Akira Ozaki I've read this year. I wanted a name with "double" in it to reference the theme of paired doors in this map. So I remembered this one and decided to use it as I've always thought it was cute. Anyway, this is a classic style nonlinear 3 key affair. It uses a combination of snipers, roaming monsters, traps and medium health starvation to challenge the player in a (hopefully) exciting way. Personally, I quite like how it turned out.

    15 downloads

       (7 reviews)

    Submitted

  21. Discovering the Hell: The 5 Worlds

    Discovering the Hell: The 5 Worlds (DTH5WI) is an unfinished and abandoned wad, consisting of 19 levels. The levels are simple detailed being more focused in design and challenge itself, provi- ding some natural, tech base and hellish scenarios.

    The monster count is lower than normal, but they are stronger and faster, so be careful. For this reason, you should use mouselook and jumping.

    All the songs are in mp3 format and were made by myself especially for THIS and FUTURE doom levels. If you like any, feel free to use on your wad, but i'd love to be contacted and credited.

    52 downloads

       (15 reviews)

    Submitted

  22. The art of recycling gifts

    A compilation of various maps made for different occasions during the last years, but never released officialy.

    Maps also had some slightly changes from the original

    Here's a short summary of the maps in this wad:

    MAP01: a 2 hour speedmap i've made in the summer of 2014, originally was a idea to make an episode of those maps, but in the end get into this thing. Works with vanilla doom 2 too.

    MAP02: a short doom episode 1 map style for the ryziak birthday the last year

    MAP03: A loopy map i've made for the Doom II contest for the site battleofthebits.org. Works with some crazy sky bug in vanilla...

    MAP04: Another birthday map for mr ryziak,made in 2013. Another time, vanilla compatible map.

    MAP05: This is a frankestein creation between two maps. One is a 1 hour speedmap i made for the /vr/ community on 4chan (the begining of the map), the second part is a map i made for the BotB contest, unluckily trashed because it wasn't worked on vanilla doom2.exe, so here gets a new life!

    MAP06: A map i made for Katamori birthday on 2013.

    19 downloads

       (7 reviews)

    Submitted

  23. The Fallen: Dark Ascension

    A Dark Hellish/Gothic theme re-imagining of Ultimate Doom's Episode 3 and 4 this time using the capabilities of the Gzdoom engine. Some of the features that brings new life into this hellish theme includes: slopes, new decorate monster types, dynamic lights, and various scripted events.

    35 downloads

       (14 reviews)

    Submitted

  24. DoomRL Special Levels: A Recursive Adaptation

    So there was Doom. And there were roguelikes. Then there was Doom: the Roguelike. And now, the iconic special levels unique to DoomRL have their own adaptations in ye olde Doom 2 (or Final Doom). Each map also has co-op and deathmatch starts, and deathmatch-only items. See below for a summary of each map, and what's been tweaked in the process of adapting them. If a level's gimmick has you stumped, check there.

    19 downloads

       (11 reviews)

    Submitted

  25. El Último Pasajero (The Last Passenger)

    Map built for the "5th Cabro's Map Tournament" at Kuso- Güeb.

    16 downloads

       (6 reviews)

    Submitted

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  • File Reviews

    • By Ofisil · Posted
      Very inconsistent everywhere you look, from the overall feel of the megawad, to each individual level. The balance is all over the place, leading to levels having uber-easy regions mixed with insanely challenging, trial-and-error ambushes. The exploration is very hit and miss, mostly leaning towards miss. A couple of interesting places, but the wad just isn't that fun, even for those who have a high tolerance for old wads like me.    
    • 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.
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