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289 files

  1. Good vibrations

    This map is mean and unpredictable, full of colors and cartoonish design. In short: It's just Doom.

    5 downloads

       (0 reviews)

    Updated

  2. The Human Hive.

    Another invasion of the hellspawn had some nasty surprises. The demons of Hell brought a flesh-like substance which quickly started corrupting a nearby city.

    Last week a squad of marines was sent to investigate the area and destroy the source of infection. Unfortunately, the contact went down 5 days later.

    You are tasked to destroy the source of substance...or at least get out alive to tell everything to the government.

    20 downloads

       (0 reviews)

    Submitted

  3. Night Wedding

    A fun and action packed map for ZDoom and GZDoom

    18 downloads

       (1 review)

    Submitted

  4. Dark Fortress and the House That Sits in the Center

    This edition combined the two wads together with added new sky and music.

    GZDoom features like 3D floor, mirrors, and swimmable water. A simple fortress wad and a simple house wad.

    MAP01 and MAP02

    22 downloads

       (0 reviews)

    Submitted

  5. Glaive

    This is my attempt at making 9 maps inspired by one of my favorite megawads, Scythe! Each map is fairly small and should only take a few minutes to beat, but also should be fairly challenging on UV and be fun to blast through.

    Difficulty settings are supported. Gameplay is classic styled and is designed to be played without jumping.

    96 downloads

       (3 reviews)

    Submitted

  6. Night Wedding

    I originally created this wad in the late 90s. I revised the map for ZDoom. While I was at it, I fixed a few miner bugs and tweaked the map to make it more fun to play.

    28 downloads

       (0 reviews)

    Submitted

  7. Dexter

    This is a large city map. It is based on the TV show Dexter. It is action packed and a lot of fun to play

    14 downloads

       (0 reviews)

    Submitted

  8. Harvest

    7 pieces of challenge/slaughter. Colorful and has a lot of sector detail. Play on skill 1, everything else = suicide. You win when you escape, UV-Max is impossible! ...and generally, dont expect fair-play, this is made to rape you, so prepare for being destroyed!!!

    8 downloads

       (0 reviews)

    Submitted

  9. Inverter Technologies

    A tech themed level made for the UDMF format.

    14 downloads

       (1 review)

    Submitted

  10. Hell 77 N°02

    The second level of my Hellish series! This time I did not stick to stock textures.

    55 downloads

       (1 review)

    Submitted

  11. Hidden Base

    This is my first attempt at making a serviceable level. I borrow heavily from one level in particular from Doom 1. However, this is much shorter. The goal of this level was to be short and decent. Would love some feedback.

    13 downloads

       (2 reviews)

    Submitted

  12. Hell Complex

    A single doom 2 level, you explore a large intricate facility riddled with demons.

    16 downloads

       (0 reviews)

    Submitted

  13. Infinite Revenants

    In the beginning, the player created MAP01.

    And the player said, "Let there be Revenants."

    And there were Revenants.

    Lots of Revenants.

    And the player saw that it was good.

    171 downloads

       (0 reviews)

    Submitted

  14. Get Well Soon

    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.

    24 downloads

       (2 reviews)

    Submitted

  15. Hexenkessel

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

    25 downloads

       (1 review)

    Submitted

  16. Gates To Hell v2.0

    "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

  17. Help: where speedmapping intents go to die.

    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

  18. Greymood

    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.

    61 downloads

       (5 reviews)

    Submitted

  19. The Inner Center

    //***********//

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

    21 downloads

       (3 reviews)

    Submitted

  20. Hall of Blood

    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

  21. Hell Origins

    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.

    17 downloads

       (0 reviews)

    Submitted

  22. Ice Rage

    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

    11 downloads

       (0 reviews)

    Submitted

  23. Idle Doom: Tech Breakthrough

    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.

    640 downloads

       (0 reviews)

    Submitted

  24. Secretdoom: Hell's Memento 2

    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.

    22 downloads

       (2 reviews)

    Submitted

  25. Infested Water

    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

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  • File Reviews

    • By amackert · Posted
      Visually there is a ton of attention to detail which is always a treat to look at, and the actual map designs of the first four episodes are very well done. I enjoy the "new" monsters and some of the upgraded weapons, it definitely makes certain parts of it feel fresh compared to the typical wad. The challenge on UV was just right for me with few if any parts being too overwhelming. Overall it gets a 4/5 from me because I wasn't a big fan of the fifth episode set of maps, both thematically and gameplay-wise. Ammo starvation was real there in those last few maps which isn't a lot of fun to me, not to mention its too drastic of a change compared to how the rest of the wad plays. Also, thematically I feel like these end-game maps would have made a bigger splash as mid-game maps, not finale maps. Great idea with the final boss mix-up though, I enjoyed that. I do still prefer Ancient Aliens as a whole (a wad that I feel is much better balanced overall and is more interesting of an experience), but Valiant still comes highly recommended from me.
    • By hardcore_gamer · Posted
      I agree with BChricton78. Rather than being fun to play, this remake just highlights how massive of a difference good lightning and texturing makes to a level/game. I know this isn't the fault of the makers of this mod since they were merely remaking the original Doom 64 levels, but these levels frankly aren't very great when stripped of the improved Doom 64 graphics. So much in fact that it makes me wonder how important level layouts even are compared to other aspects of the visual presentation such as texturing, lightning and rendering.
    • By silentzorah · Posted
      Good stuff.  Only giving it four stars because though the new music was good, I just wish there was more of it.  Still, this wad is absolutely worth your time.
    • By BChricton78 · Posted
      Umm... From the brief snippet I played, I'd definitely give them an A for effort... But this just feels... wrong to me. I'm sorry but playing Doom 64, without the lighting, atmosphere, redone sprites and ambient music? No thanks. It just takes away the things that make Doom 64 so special. Still a nice little attempt at recapturing Doom 64, but I'm better off with Doom 64 EX, for my fix.
    • By Agent6 · Posted
      And thus, oh you know what I'm going to say already, Doom 64 for Doom II has been finished, played through GlBoom+ 2.5.1.5 on UV.   So for an introduction, as the name implies D64D2 is a recreation of the classic Doom 64 originally released as a console exclusive for the N64. It aims to recreate the levels along with their gameplay using mostly vanilla Doom II resources. It features a new menu background, ENDOOM screen, new music, a few new enemies, namely the Nightmare Imp and Cacodemon as well as the final boss the Mother Demon, a few new textures, new intermission messages, a new end level screen, but no custom sounds or weapons, meaning that the unique and iconic Unmaker was not recreated in any way.   For a recreation, I must say that the levels and their gameplay come quite close to the original Doom 64, nonetheless various liberties have been taken in different forms, ranging from new takes on various puzzles to completely new levels, as well as the usage of the enemies who were absent from the original due to memory limitations. The usage of enemies who were absent from the original game comes with mixed results as it doesn't always work, probably one of the most obvious flaws in the game. This is most noticeable primarily in the levels that came closest to their D64 counterpart as the environment was clearly not designed with them in mind. For instance, you'll encounter Revenants on narrow corridors quite often, and sometimes even Arch-Viles. This isn't a problem in larger areas where it's usually quite fun to fight them, but not in those particular areas. Chaingunners do seem to work quite well however since they can easily blend with the rest of the hitscanners.   Compared to the original D64, a major difference could be the tone and atmosphere of the game. D64 was slower paced and more atmospheric, whereas D64D2 is faster paced with less emphasis of that element, supported by the amazing but more action/fun oriented soundtrack. Perhaps the darker, much more hellish levels such as Unholy Temple are the most atmospheric levels in the entire game, and also the best looking. Unholy Temple is definitely my favorite level here.   While on the subject of changes, some of them are very interesting. In the Void is probably the most surprising for me. The original featured a light blue sky and a rather foggy atmosphere while the level itself was pretty bright, how does this map look like in D64D2? Well, it seems to literally take place in a void now. Indeed, the sky is now completely black, but luckily poor visibility was avoided, at least for the most part, so there's no difficulty in seeing the enemies and where they are. It's a change that works well, unlike others. The most drastic changes were probably done to The Absolution, where you can now find 3 keys, but you need to complete various puzzles to reach them, and not the exciting or fun type. The room with the yellow skull was probably the only fun one, the others? Well, for the red key you have to go through an awkward platforming section where everything, including the enemies are obviously, cloaked in darkness, while the blue key has a puzzle comparable to the room with the red key (Demon key on the original D64) on Outpost Omega, except that it's more tedious. Not exactly changes done for the better. I don't know how exactly they impact the level though, but in my playthrough I didn't even fight the Mother Demon, I just heard her screaming once while I was fighting the teleporting enemies thinking that she finally showed up, only for the end level screen to appear, so I assume she died somehow.   D64D2 also comes with some exclusive levels that were not part of the original D64, and I personally think they're little more than filler maps. They're not terrible, but not great either, and I can't find any reason for why they exist. Well, at least they're very short and straightforward, so you don't waste much time with them. And while being on the subject, some of the secret levels from the original have been turned into regular maps, meaning that you don't have to search for secret exits to reach them. One such example is Outpost Omega.   All things considered, D64D2 manages to capture the spirit of D64 while also making plenty of changes, yet generally remaining faithful to the original. Some changes might have been for the worse, but there's plenty done for the better as well. It's pretty short and easy, just like the original, so it can be finished in a day, you can't go wrong with it. A collective effort for an ambitious project that should be well worth your time if you like Doom 64 and want to see a different take on it.
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