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  1. My first Doom map of any real size, started out of an offhand pic in a Twitter thread, grew into a decent sized level. It MIGHT have good deathmatch flow, but I haven't tested it for that.

    23 downloads

    (2 reviews)

    Submitted

  2. Single level made for an ill fated and not widely released community project.

    25 downloads

    (1 review)

    Submitted

  3. "Hey MORTAL! yeah you, I have a game for you, step into my realm for a spell...."

    This is my first Ever Doom Map, always tangled with the idea of making one but never got to it. This started as an experiment to learn DoomBuilder and have fun most of all.

    This is MAP01, though it's a bit of a mega-level, it is not too complex. It can be linear at times and arena-like at others. Not much puzzle solving like old id maps, this is more like a Gauntlet through hell where sometimes you have to run, or fight, use the map to your advantage or fall victim to it's architecture.

    Fight through 7 mini layers of hell, slaughtering hellspawn and flipping the bird along the way. The Main Idea I had here was to give the sense that you were truly delving down Into the depths of hell, lower and lower, to the core.

    Any criticism is appreciated, I had a lot of fun making this wad and went at it for 3 days semi-feverishly Learning what I needed of Doombuilder along the way.

    I got my initial vision done and then some but like I said, it's a first attempt :)

    That being said, keep your eyes peeled and save often:P Now for some important footnotes:

    -You Will need the ability to jump

    -You WILL need to have fall damage disabled



    -This is Designed for GZDoom and was mostly tested with project brutality. You can use vanilla doom as well but what is important is using the GZDoom Engine, there was alot of liberal torch placing and lighting changes, and using something like Zandronum just makes it look like shit an takes away the feeling I had in mind.

    -Works with Zandronum but not recommended

    -Is pretty crazy fun with Project Brutality! Normal doom is good too, just not as Hectic.

    -Playing Project Brutality on Brutal difficulty and traditional mode was the main testing Method and provided a nice weighted challenge, balanced enough, for someone like me who is average yet knows the map literally inside out.

    -Going Above Brutal difficulty is nuts for me, but perhaps you real hardcore players may find enjoyment.

    -Looks like It can be speedrun, though that would be near suicide, I believe it's possible and a challenge in itself, Otherwise my full playthrough, at a decent pace was around 18 minutes so expect it to be in that realm.

    -Health and Ammo, seems to me was plentiful enough, maybe once I found myself having to use the chainsaw to get through one more Horde. Keep in mind this is on Brutal Difficulty. If you play higher do let me know if you had enough but also keep in mind each section has what you need if you take a moment to look for it, in my experience anyway.

    Alright! Go Give it a whack and tell me what ya think!

    15 downloads

    (0 reviews)

    Submitted

  4. 3 medium sized levels from 2014. Born as speedmaps, but ended up spending way too much time on them. Can be pretty challenging.

    12 downloads

    (2 reviews)

    Submitted

  5. This is my first map added in idgames database. Main layout was made in one day and after that I polished everything and fixed main issues.

    I tried express my depressive feeling through grey, brown and white textures. Music choice was accident, which perfectly fitted in this kind of map. I recommend turn off infinite height, but it's not important.

    47 downloads

    (4 reviews)

    Submitted

  6. //***********//

    A level designed as a mix of Doom 2 + Ultimate Doom

    21 downloads

    (3 reviews)

    Submitted

  7. Welcome to the bloody castle. Throughout the level, you will wak through the halls of blood. Credit goes to Chris Balch for the Slaughterfest 2012 thread that included the textures that I used, which include sf2012-tex, cc4-tex, GOTHICTX, q1tex, and NB_RECOL, as well as for the title screen and the intermission. This level, however, does not have a pink-lemonade BFG placed in there. Music comes from level 6 from Blood Storm, a wad designed by Serekay (credit goes to him as well). I would recommend GZDoom when playing this level.

    22 downloads

    (0 reviews)

    Updated

  8. The Germans have been practicing experiments and have found an alternative energy source that is infinite! No more need for oil, gas and electricity. This however has led to a rift between Hell and Earth, where the energy appears to come from, and Earth is slowly consumed by the Devil himself. You must stop him.

    16 downloads

    (0 reviews)

    Submitted

  9. Ice Rage is a large slaughter level that requires patience to beat it. It includes Doom 3 sound effects for the cyberdemon roar and the plasma rifle. The textures and flats come from sf2012-tex and cc4-tex. Credit goes to Chris Balch ("TimeOfDeath" on Doomworld) or whoever started the Slaughterfest 2012 thread for the textures.Demo of the level can be found at: https://www.youtube.com/watch?v=6WqLEYFiyJM

    10 downloads

    (0 reviews)

    Submitted

  10. Ever been in the mood for killing demons, but your hands were busy? Ever wanted to destroy hell while eating? While taking notes at a meeting? YOUR PROBLEMS ARE OVER! Idle Doom allows you to idly frag demons without ever having to do anything! More story at the end of this file.

    440 downloads

    (0 reviews)

    Submitted

  11. After sacrificing your soul to the depths of Hell, you wake up in a pool of blood and walk into a gateway. You find yourself in the depths of hell once again, and you have to find your way out.

    21 downloads

    (2 reviews)

    Submitted

  12. A short map of a refinery infested with demons. Used it to test some ideas and learn the basics of stuff like 3D Floors. I had lost interest in it and rested in my HDD until now.

    16 downloads

    (12 reviews)

    Submitted

  13. Converted main2d2.wad to use GZDoom features like 3D floor, mirror, and fog. A simple house wad.

    MAP01 -- "Move IT" OGG music in gzmain41.wad produced by the author himself

    7 downloads

    (5 reviews)

    Submitted

  14. Single player level for vanilla doom 2 with some dehacked modifications in concrete base and cave/mountain style. Playing on Ultra Violence is recommended. Note: do NOT use mods that alter doom 2 things (Brutal Doom for example), they will conflict with dehacked modifications.

    10 downloads

    (7 reviews)

    Submitted

  15. I made this map to reflect on the style of the 90s Fanmade Doom Maps. I like that style the most and I wanted to make my first long map since most of the maps I've made are short and lanky. So I decided to work on this single map mod.

    There's a secret room which was made to look like my workstation aka the place i'm at when i'm making these mods. If you press the use button on the computer it will end the game which is cheating for the most part.

    There's also a teleport area which takes you to a second exit but you have to fight the Cyberdemon with his army of SS Soldiers. It ends the level as well as the regular exit as well.

    11 downloads

    (7 reviews)

    Submitted

  16. The final chapter of "The Inquisitor" trilogy, that tells us the adventures of the Doom marine in the land of Khorus. Our hero has to correct the mistake, committed by him before the court of King of Krondor, and to put an end to a terrible curse that envelops the land of Khorus for more than 20 years. Our hero is free to choose the path of his own evolution. What he will become at the end of his adventures - a great warrior, a skilled magician, a wise paladin, or he'll prefer to develop himself in several ways - that is for you to decide.

    By default, J button - quest journal, P - to show hero's characteristics, R - choose the answer in dialogues or a defensive spell, T - to say a chosen answer in dialogues or to cast chosen defensive spell. You can customize hotkeys for 8 most important things in your inventory (healing potions, artifacts that restore mana, items that damage monsters).

    Command line for playing the wad is: gzdoom.exe -file inq3resE.pk3 inqstr3e.wad

    50 downloads

    (27 reviews)

    Submitted

  17. "Damn it" You groan as you stare at the nav-screen, almost like a chimp staring at a TV. Gently rubbing your chin, you think back on what has happened. It's been about 8 months after the incident at Rota. IT, or rather IT's earth counterpart, was destroyed at your own hands. The Masters felt its destruction, you too could feel it. For once, the miasma shrouding the Earth shifted. You no longer felt fear, only a strange alien feeling, unlike anything else. You had no choice but to leave for Mars after you saw a battalion of enthralled troops and mindless beasts stumbling forwards, and you knew then that you have kicked the hornet's nest.

    Which it the same reason why you're currently stuck orbiting Mars every day, bored out of your friggin' skull. "God damn it" You groan once more. This has been the 18th orbit, and The Masters' defenses have yet to fail. Ships occasionally leave, although they pay you little mind. Survivors or converted, they mean nothing right now. It feels like the miasma has returned. You truly did kick the hornet's nest. In fact, a lone hornet did hitch a ride on board when you took off. You caught her in a jar, and she's still alive to this day. She's kept you company since you left Earth, and now, she's keeping you from blowing your brains out.

    A sudden jostle shakes you to your core, and you are knocked out of your chair. You get up, and to your surprise, a massive hole has suddenly appeared in the wiry mesh of The Masters' defense grid, a lone spacecraft having slammed into it. This is your only chance, no turning back. You hit the thruster positioning controls and are slung around, into the unknown, and into humanity's last hope.

    14 downloads

    (10 reviews)

    Submitted

  18. A 10 level mapset for DooM II. It is the sequel to Innocence X, This mapset was inspired by the atmosphere of Playstation Doom and Doom 64. It will feature the creepy ambient feel of Playstation DooM/Doom 64 but maintain the core gameplay of the PC version.

    Best Played through GZDoom.

    If you want the weapons to have their classic behaviour (no Recoil, etc), load this with c_weapons.wad

    Special Thanks to Aubrey Hodges for allowing to use the PSX Doom Soundtrack for this mod.

    205 downloads

    (16 reviews)

    Submitted

  19. My fourth map! I suck at mapping but i try! Good luck! PS Check the history below

    **STORY** The monsters invaded a uac base on earth. We sent a another marine but he got trapped, He also reported 3 Cyberdemons, Kill them if possible and rescue the trapped marine good luck! -- Commander

    11 downloads

    (7 reviews)

    Submitted

  20. //********// Outside the perimeter of Corporate City, a huge old abandoned Factory lies in the middle of the unhabited streets. A few hours ago, some of its machinery began working again; but no corporative orders have been found.

    You have been sent to investigate this unexplained restart. As you get close to the precinct, you can see the west wing is active again.

    It's time to wipe out the things that should not be there.

    //*******//

    10 downloads

    (7 reviews)

    Submitted

  21. A map made for the vinesauce 2016 mapping contest. I had just released Tapperoo and was looking forward to a break when doomworld posted about one of my favorite youtubers/streamers hosting a mapping contest. Might as well insert the text screen from Circle of Death. But I buckled down and decided to do this thing. Through a haze of 70- hour long days, foreigner and Kenny Loggins mixtapes , and watching Rick Steve's "Europe", I finished it. I'm pretty proud of it, I just hope people don't put that in quotations on a 0-star review. This readme was written before the stream, so I don't know if it's a winner or not. And here's a short story for the people like me who actually like a story in the readme: You've tracked down your prey. The government hired you to find and destroy a giant collossus that goes by the name of "Eon". You're not sure if he's actually here, but his mark is: a large demonic tablet with his face straight in the ground. You must destroy the areas he's left his power in; a mining site, a chemical plant, and his own temple, in order to get into the database in the center of the hub. Beware, Eon's power comes from his telepathy and magic, punching you with his mind and summoning his worshippers to fight for him. Good Luck. P.S: this was made in a week and a half, so expect problems that naturally arise out of speedmapping (I know over a week's not really speedmapping, but it was for me).

    7 downloads

    (5 reviews)

    Submitted

  22. Investigate scientific facility and... you know what it is all about. 5 levels map pack inspired by Doom 2016 and designed to beat in one sitting with your favourite weapon mod. Skill levels included but UV is the way it is meant to be played.

    13 downloads

    (9 reviews)

    Submitted

  23. 12 downloads

    (9 reviews)

    Submitted

  24. This is a map pack for Doom 2, which contains 7 levels. These maps follow these rules:

    *No super shotgun *No backpack *An Ultimate Doom Style

    //*****MISSION***//

    A big, unstoppable demon summoned a horde of his minions to conquer your planet. However, God has put you, a veteran UAC law enforcer, in his path of destruction.

    Your mission is clear: travel to his hellish home, obliterate him and return home.

    //****END OF MISSION***//

    16 downloads

    (9 reviews)

    Submitted

  25. This mapset has good story and good graphics.It has his own music and i designed the maps.The story:In the year of 4599 the Earth is almost deserted with population of off-duty and resting marines.One of 'em is John Keller.This is his story..

    16 downloads

    (13 reviews)

    Submitted

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  • File Reviews

    • By Killer5 · Posted
      The following review is comparing Combat Shock 2 to today's slaughter wads.   A pretty good wad overall. There are some design decisions made in the larger maps that make sense from an open-endedness design perspective.. but honestly I decided that it really detracts from the experience.   The following descriptions are from my play through on UV, using pistol starts, and no saves.   Map01: One of the best maps in the wad. There is very little downtime on this map and there is almost no tediousness cleaning up any of the fights. There are some filler moments but that is to be expected on Map01 I guess.   I wont talk too much about Map01 because there isn't much that I really dislike about it. It is Map01 difficulty.. but still threatening (albeit not lethal) and has a great start and a great final fight.     Map02: This map is quite slow in comparison to Map01 and introduces some of my complaints about the design decisions made in some of these maps. It seems a lot of maps follow a design decision which gives the player complete control over how the player wants to play the map. Unfortunately if the player is playing blind then the player will most certainly not be running around trying to aggro everything with reckless abandon.. but instead trying to survive. This means incredibly slow gameplay.   My first experience with this map was quite a stale one. I had plenty of room to move around at all times.. and was able to take every fight one at a time (none of the fights are really threatening on their own save one which I will get to). This one fight involving tons of pinkys, a cyb, mastermind, and hks can be cheesed completely but simply running out of the area. It is quite obvious that you can leave the area immediately so I can't really say it is cheese.. just a design decision to allow to quicker play if the player wants. I think this is fine if you want to open the map up for speedrunning or something.. but it is something that really made a poor experience for me when I didn't go into the map with a mindset of aggressive play.   The final fight is really great. Making 3 monsters threatening is kinda hard and Danne pulls it off well with 2 viles and a cyb.     Map03: Incredible map. I really enjoyed how my experience was made harder or easier depending on the decisions I made at the start of the map. Sure you can get rockets early.. but that rocket fight is quite hard because of specters, and viles in a close quarters fight. I found that I could actually get plasma first.. and then return to the rocket area with plasma. This made the area easier and gives the player something to think about when playing the map. Great stuff.   There are these groups of lost souls that appear when you raise the platforms leading to the final 2 arenas.. all they did was make it a bit more annoying to kill the hks (I just took an extra 30 seconds to kill the lost souls prior to dealing with the hks).   Final two fights are fun. Especially the final area.. pinkys + cybs is always a fun combo.     Map04: This map is half good.. half incredibly tedious cleanup.   The first half is fun.. you get an awesome fight with imps/mancs/cacos/cybs in a medium size area. Very easy to get blindsided by fireballs/rockets here. The following bfg fight is also really great. You need to sort of figure out how long you can be aggressive vs the viles while still finding room to escape so you dont get cornered. The mastermind usage during this fight is insanely good too. Probably one of the best wandering masterminds I have seen in a map.   Unfortunately the map slows to a crawl after getting to the next large area. While it is INCREDIBLY easy to eat errant cyb rockets at the initial reveal of this room.. it is complete circle strafe for your foreseeable future. I assume this area would be fun to speedrun.. but again casually this room is kinda meh in my book. The vile horde at the end is also quite stale since there just arent that many and the viles just sort of funnel towards your bfg. ezpz.     Map05: Another map which falls victim to the open ended gameplay trope. There are many fights here which would be fun if you were going to play the map fast.. but playing slow it is an hour long map consisting of a long grind with almost no threat.   The start is full of areas with very low threat and a very high monster count.. I don't really have much to say about them individually except that they didn't kill me. Eventually after grinding through many nonthreatening fights you get to the bfg area. This area looks great and has some great platforming to get the bfg. Unfortunately the bars which prevent you from leaving open immedately. I don't really understand this design decision unless you are just trying to allow people multiple ways of playing.. if you want you could just jerk off and spam rockets until you win. Hardly any threat in this area and almost no reason to use that big fucking gun you just grabbed.   The final fight is also a slog playing casually. The meat of the room is triggered by a switch.. but if you dont want to hit the switch then you can just circle strafe for days while the center of the room kills and mancs on the outside of the room kill each other so then when you hit the switch.. you have almost no threat from the group of monsters which are spawned from the switch press.   Quite an easy/grindy map. It overstayed its welcome. But it looks phenominal.     Map06: My favorite map in the set. Almost everything in this map is good. There are a couple incredibly trivial fights later on if you know how to use bfg well.. but luckily these fights don't last long. The finale is kinda meh casually.. but it still isn't free so I ended up liking it. Great map.     Map07: Bonus incidental combat map. I enjoyed the larger area around the yk door.. but everything else is whatev. Not really a fan of this map.     Overall: A solid slaughter wad made in the vein of Sunder. C-shock 2 is definitely easier than Sunder and in some maps outmatches Sunder in gameplay and quality (Maps 01, 03, 06). C-shock 2 is also completely void of incredibly offensive maps such as The Cage. As far as slaughter wads go c-shock 2 is a must play and is a huge improvement over the original c-shock. 4 stars.   Also.. it is really fun seeing wads made from 1/2 of the Sunlust/Italo team. While I think Danne improved a lot as a mapper his early maps still pack quite a punch.
    • By Cacodemon345 · Posted
      Pretty solid megawad. Everything about this wad is simply excellent.
    • By galileo31dos01 · Posted
      Done on HMP/continuous/saves.   Ever wondered what is that "slaughter" thing that everyone talks about?... Here it is! Well, a part of it, and if you are totally new to this genre, you came to the right place. This is a very fun wad in many aspects, not just the slaughter component but also visually, almost every map is placed in a different theme: starting from ruined techs entering to snowland, then arriving to a gothic fortress and, well more gothic/hellish environments, culminating into a massive dark underground (gothic of course) citadel, which has top notch detailing (and no, details do not interfere with gameplay, I assure you). I quite appreciated this variation, and I have to admit that hordes + gothic textures are a great combination. Plus, the soundtrack is amazing, some strong and some smooth tracks depending on the case, I particularly loved maps 08 and 12 midis as they are more quiet yet fitting.    The combat component is pretty consistent, usually offering hordes to slaughter in multiple ways, with a moderate demand of crowd control, trap-based or not. One of the most common ways to handle the situations Rush provide is via circlestrafing + infighting, periodically removing what gets in the way. I preferred the occasions in which you must shape the scenario to be able to control the herd, which required some quick reactions and movement skills. In terms of progression, save for maps 06 and 12 that are more complex, the maps are fairly linear and easy to understand. As far as monster placement goes, revenants can be nasty in this wad, in companion to hell knights for your typical infighting shows. Yeah, mid and high-tiers in the majority, and rare presence of former humans, leaving the hitscan action into your hands, and a few spiders scattered in the set. Plus, there's a new mancubus a bit tougher and creepier than the ordinary, not an outstanding addition but something to be alert of. Archi made good use of the areas to put pressure not only from the monsters on the ground but from a considerate number of turrets. He also didn't abuse of lock-ins, so don't be surprised if you can leave and camp behind a hole, but expect to find more stuff ready to punish you for cheesing. When it comes to my personal highlights, I share some of Alfonzo's ones, particularly his last point, that was hilarious as one second I was exploring all cool all relaxed and the next one I was running in panic on lava like oh shit!. I'll also add that part in map 10 where I was pushed against my will into a room with monsters on grandstands, it was so funny.    Secret-wise, they are the usual different/misaligned-texture with a power-up or weapon inside, but there are also secret telefrag chains to save ammo, and secret fights!. The most complex map (12) has the hardest-to-find ones, so pay attention.    For favourite maps I'll pick 01, 06, 10 and 12. Unfortunately the last one has a bug that prevented me from exiting, otherwise a gorgeous map. No disliked maps.    Overall, I found it pretty accessible to anyone with enough experience in the game, so give it a try, at least on HMP, it's fun and worth of replay. Of course, avoid it if you hate hordes, after all, it's not the author's fault if you don't take a second to read the description ("boom-compatible slaughterish maps", yeah it's pretty clear to me), or play something else... My rate is 8/10.
    • By Bauul · Posted
      Four small, slightly surreal maps from Obsidian.  Similarly styled, these are short, taught, oppressive experiences where you navigate around the small (often vertical) areas finding switches to expand the play-area.  Each new lever introduces a new hostility to the area and requires a new strategy to beat.  It's not a hugely dissimilar experience to the more creative constructions found in various Confinement wads.   What really lifts this mapset is an excellent adhesion to a strong, well-realized atmosphere.  The maps give you the sense of being part of some strange experiment, with the small maps feeling at times like some kind of hellish test chamber.  The music, textures, architecture and even difficulty settings all come together with strong cohesion, and lend the mapset a personality that's only emphasized with it's well-suited name: who are what Tink is remains an unanswered question, not helped by the slightly creepy final epilogue map.   Some of the fights don't flow quite as well as they could do thanks to the small play space, but overall a very enjoyable little collection.  
    • By Fonze · Posted
      Adorable is a word I'd agree with for this wad and will start my review with for the purpose of extending the power of the subliminal advertising here.   Unfortunately, this wad is small and limited in resources, so even trying to look at this in the light of wads that don't contain maps still has this wad coming up short. Would love to see the author take these assets, add some more, and learn about map design in the advanced GzDoom engine, as this has potential and it would be cool to explore some more areas with this going on.   Definitely give it a download and a quick look, if just for how cutesy it is :D