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296 files

  1. Midiville

    A fairly straightforward and non-linear Boom format map, set in the central business district of the heavily overrun city of Midiville.

    The name comes from a stewboy MIDI, which you'll hear during gameplay. :)

    My submission to the Vinesauce Mapping Contest 2018. It was speedmapped in about 5 hours starting 12AM AWST on March 1st, with mere hours to go before the contest deadline. The map is pretty short as a result of the time pressure, with only two keys to grab and just under a hundred monsters.

    This version of the WAD is the official release, as the version submitted to the contest was GZDoom- exclusive, due to the manc/arach/cyberdemon sector triggers being set up in GZDoom's ZMAPINFO lump. It's also had some slight rebalancing to address some potential gameplay issues.

    Tested in PrBoom+, Eternity Engine, and GZDoom. For best experience run with GZDoom.

    0 downloads

       (0 reviews)

    Submitted

  2. NoMonochrome

    This is an 8-level wad, where each map centers around a different colour. Different difficulties are implemented. The whole project is co-op compatible.

    9 downloads

       (0 reviews)

    Submitted

  3. Office Building

    This is my second single player map. My VERY first single player map has been lost in the abyss forever, but I did make a mock up, which I hope to upload shortly after this one. This Office Building map, I hope you enjoy because I did put an extra touch in because this was originally done in 2011 but never finished until now. I did my best to keep it as simple as I could do it in 2011 with some techniques I have learned in the past 7 years, but not too many.

    31 downloads

       (2 reviews)

    Submitted

  4. Northern Powerhouse

    An abstract tech facility that has drained and wrecked the once-green hills and moors. If you grab or go near the initial chaingun, the entire British army will appear after five minutes. This doesn't make the map impossible, however!

    32 downloads

       (5 reviews)

    Submitted

  5. Mothership

    This is a single map set on a UFO. Works only in Eternity 4.00.00 or higher.

    34 downloads

       (1 review)

    Submitted

  6. Maskim Xul

    A set of Boom-compatible maps for Doom II with a decidedly Lovecraftian theme to the second and third and a fourth to stop the player from advancing. Also a MAP30 to avoid DeHackEd shenanigans.

    525 downloads

       (1 review)

    Submitted

  7. NOT

    About a year ago, there was a small CP on DW that was about putting the Aquatex texture pack, created by jmickle66666666, to good use or something, as the pack was planned to be included into Freedoom. At about the same time I've finished JUPCARN3.WAD and was in search of new mapping thrills when I stumbled upon this thing, and opted for a MAP03 slot. After a month of hard work, I came up with a badass techbase map, but apparently everyone stopped giving a damn about the project, so the map was just kinda rotting there for about a year. Well not anymore ayy lmao

    14 downloads

       (2 reviews)

    Submitted

  8. World Orifice

    Inspired by Nostril Caverns. It plays a lot differently, but hopefully the inspiration comes through. 20K monsters. Expect that a casual playthrough will take a few hours of in-game time, and probably a lot more real time. Easy and Medium difficulties have small amounts of extra resources, and monsters are the same. MIDI is by me.

    52 downloads

       (1 review)

    Submitted

  9. Mystery 1

    Mystery 1, a 6-level wad. Maps are slaughter style. Enjoy :)

    12 downloads

       (0 reviews)

    Submitted

  10. Night Town

    A limit-removing level for Doom 2, inspired in some parts by Plutonia Revisited and Memento Mori map 28.

    29 downloads

       (1 review)

    Submitted

  11. Oscillation

    9 boom compatible maps of increasing difficulty

    407 downloads

       (7 reviews)

    Submitted

  12. Minos

    Minos is a single player Boom compatible map that takes place in an old mansion with ancient catacombs full of hellknights.

    The map is named after Minos - a king from Greek mythology whos wife gave bith to the legendary Minotaur.

    16 downloads

       (2 reviews)

    Submitted

  13. Oceanside

    Oceanside is a limit-removing 3-map WAD based on my home town of Oceanside, California where I grew up. Beautiful suburban scenery and overall feel-goodness guaranteed.

    36 downloads

       (2 reviews)

    Submitted

  14. Make It Startan

    Prepare your eyesight for the cacophony of STARTAN mess. The visual delight you're about to experience matches only botched WADs (or that 50-shades WAD). Expect: paper-thin walls, bent doors, strange shapes, STARTAN, more STARTAN and violation of Romero's "change floor, change height" principle. Get yourself inspired by the perfect screen split as you spawn. Get yourself pumped with the pump-action shotgun (but don't forget its double-barrelled brother). Get psyched!

    The map sticks to a "base" theme and uses D_RUNNIN as music because it fits the expectations above. It takes about 30 minutes to beat on HMP/UV and 10 - 15 minutes on easy.

    UV difficulty is balanced around finding secrets, which range from overly-generous to pathetic. One secret is particularly helpful in choking down the horde. HMP is more suited smooth gameplay, although if you do find the secrets you might find it too easy.

    Story: You just went into this place because you thought it sells juicy hamburgers. It turns out that it is instead infested with forces of Satan and it looks like it crawled out of rat's nest. You wanted to turn back, but the entrance door wouldn't open anymore. The only chance of getting out is to go in.

    18 downloads

       (0 reviews)

    Submitted

  15. First Wad I've ever made

    I was deleting garbage off my computer, when suddenly I found this old wad. For reasons that I wont list here,I decided to upload this abomination to Doomworld. This is the first (and worst) wad I've ever made. I gave every single weapon at the beginning of the first map, I added too many monsters (On Map01-Map02), and since I had no creativity at the time, I pasted most of Doom 2's final map (Map30) into the end of the first map (Which I removed from the original wad so it could be accepted). I would say Map03 is the most creative map of them all. I lightly modified the original mod so it could be accepted. I changed the name of the original wad, I removed custom items, removed all mp3s, and also fixed problems that would make the wad unplayable. So download it today and give it 1 star.

    17 downloads

       (2 reviews)

    Submitted

  16. The Molehill

    Broke a spate of complete creative inertia suddenly with this map, started at 22:22 late one Monday night, wrapped up the following day, then polished over the next couple days.

    Tested in Pr/GLBoom+, Q/GZDoom, and Eternity.

    88 downloads

       (7 reviews)

    Submitted

  17. Noctambulist

    A set of 3 rather difficult maps designed to be played from pistol start, each one approaching said difficulty differently. What these maps have in common is Quake-influenced visual appearance, though once again, the actual themes vary from map to map.

    01 is an aggravating gimmick map where I was experimenting with annoying things, so I don't expect for many to like it (thankfully, it's fairly short). Moreover, it's very different from the other two, and is also a rather misleading opener, yet for my own obscure reasons I have to insist on leaving the map order as is.

    02 is notably easier than the previous one, and it's also as close as this mapset gets to "normal" contemporary maps, relatively fast pace and some upbeat moments throughout but overall this map's rather lenient and generous with all kinds of supplies.

    03 is essentially 02 on steroids, more open-ended and free-form, yet it's also notably harsher, with several moments of slaughter-grade goodness, even though the majority of the map is still dominated by low-key "incidental" encounters. The secrets also contain optional battles and powerful goodies.

    PROTIP: I quite like using candles and various "showy" decorations (demon faces, altars etc.) purely for the sake of atmosphere and environmental detailing, so if you're hunting for secrets - these aren't really going to lead you anywhere, you should look for other clues. Apologies for the confusion.

    44 downloads

       (4 reviews)

    Submitted

  18. just play the damn wad

    You got dropped off at a space station in order to eliminate the menace that is hell. Just kidding, some shit child made a shit wad.

    12 downloads

       (2 reviews)

    Submitted

  19. Merchant Map for Wrath of Cronos

    A Small map that contains a streetmerchant shop so you can gear up for the next map

    15 downloads

       (0 reviews)

    Submitted

  20. Oreo Cake Massacre

    Oreo Cake Massacre is a huge slaughter level that consist of mainly brown and white, resembling an Oreo cake. You will need a ZDoom-driven Doom engine to play the level (such as ZDoom, GZDoom, Zandronum, etc.). You will need a good video card because if not, you may not have a pleasurable experience playing the level. Textures used include sf2012-tex, cc4-tex, GOTHICTX, NB_RECOL, and q1tex. If you do not like slaughter levels, this one is certainly not for you. Credit goes to Chris Balch for the Slaughterfest 2012 textures and the stuff that came with them and Daniel Jacobsson and Zachary Stephens for the music, which is from level 20 from Italo-Doom. Credit also goes to Okuplok for the inspiration as this level is based off of the level he designed. Demo of this level is found at: https://www.youtube.com/watch?v=3asGTqcNjJ0&t=16663s

    14 downloads

       (0 reviews)

    Submitted

  21. Ol' No Name

    4 levels for boom format using Darkening 2 textures

    22 downloads

       (3 reviews)

    Submitted

  22. No Turning Back

    No Turning Back is a single level wad that involves only going forward. There is no going back.

    7 downloads

       (0 reviews)

    Submitted

  23. NH666v2

    Two maps with no health.

    19 downloads

       (1 review)

    Submitted

  24. Counterattack

    Counterattack is a 7-map mini episode for Doom II. Each map was designed to be played from pistol-start; continuous play is fine but will make the play through much easier. This map set originally started out as a single map contribution to the Vinesauce map contest held in 2016 by Joel "Vargskelethor". The map in question (MAP02) was started on in early September, and finished on September 9th. Afterwards, I officially started the project on October 10th (shortly after finishing MAP04).

    My goal with this project was to exercise with the Doom II texture assets, and to create some maps for practice. All maps use stock Doom II textures (aside from skies and minor extras). The maps are medium-to-large in size and have many different paths that you can take. Replayability was a design goal I tried to aim for. Difficulty is somewhat middling, but should ramp up a bit towards the end.

    There is no way to exit to MAP31, so you will have to warp to it in order to play it. There is a secret exit in MAP31 that leads to MAP32, so have fun hunting for it!

    Note that MAP06 and MAP30 are not meant to be a part of the main campaign. MAP06 is for story purposes for ports that can't display the ending text. MAP30 is there as a way to keep the game from [potentially] crashing because I replaced some of the IoS things in the DEHACKED (its also a dumb in-joke).

    Also note that you shouldn't use jumping or crouching in these maps. It has been disabled in ZDoom, but some ports will still allow it. If you do use jumping or crouching, you may break the maps. Mouselook is ok but it may make certain secret triggers easier than intended.

    Note for PrBoom+ users: Use complevel 9

    894 downloads

       (33 reviews)

    Submitted

  25. Math Test

    This is a small gimmicky map that has no monsters. Instead you have to solve mathematical problems or be squished, dissolved or blown up.

    71 downloads

       (14 reviews)

    Submitted

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  • File Reviews

    • By kmxexii · Posted
      Do not play this in ZDoom-family ports. An incompatibility with Boom breaks progression in MAP01. There is a cool effect where a tech column barrier blocking the way to the red key basement is "disappeared" by what I believe is a short-lived scrolling floor effect; this should happen after handling the Hell knight teleporter chamber in the northeastern wing that comes off the main yard. I verified the correct behavior in Eternity after banging my head on the wall for at least a half hour if not longer; this is probably the source of the frustration felt in the comment dated 3/27/07 and the anonymous comment where the player knows where the red key is but can't access it.
    • By Bryan T · Posted
      This was fun.  Map19 was the highlight.  Map02 sucked balls.
    • By Rimantas · Posted
      I think it's made not for playing because it's unplayable.
    • By whirledtsar · Posted
      Does it have a lot of details and some creative Boom scripting? Absolutely. Is it actually fun to play? Absolutely not.
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