p-r

Sign in to follow this  
Followers 0

245 files

  1. This is a speedmap that I was inspired by the speedmap sessions like the Pigeon Speedmap Session wad considering the limitations of the themes. This map was remade for the original map that I did. Expect some difficulty and some surprises and see if you can find the secrets...hehehehehe

    31 downloads

    (1 review)

    Submitted

  2. A speedmap I made for a speedmapping project, which I subsequently decided to instead release stand-alone. Original version of the map was made in a little under 4 hours, and the final version took an extra 2-3 hours of additional polishing, gameplay tweaking, automap cleanup, and all that other lovely stuff. The speedmapping stipulations I followed for this map were: use only 6 textures & 6 flats (not including skies); and 46 monsters. I decided to round up the monster count to a clean ~~~50 Monsters~~~ when I was polishing the gameplay.

    17 downloads

    (0 reviews)

    Submitted

  3. The goal of this speedmapping session was to create maps within a 3 hour time limit. Overall, we ended up with 14 maps, made using the following themes:

    1) Maximum of 6 textures and 6 flats; 2) Maximum of 46 monsters; 3) Boxes!! Crates!!! Heck it, e2m2!! Yay!!!; Bonus 1) Only use cc4-tex.wad textures; Bonus 2) Every adjoining sector must be a different height (at least 4 units difference).

    Only one theme needed to be used.

    Maps were created on 11/4/17, during two separate sessions throughout the day. Map09 was removed and replaced with a buffer level of sorts.

    88 downloads

    (3 reviews)

    Submitted

  4. 14-map hub set in the Black Mesa military-industrial facility within the Half-Life universe. Following the escape of your character, Rolf Bellmer, after uploading a computer virus into the Black Mesa databanks, you seem to emerge victorious. Unfortunately, the sinister forces of the government and the aliens have other plans for you. The game is story-driven and features multiple objectives. It uses the excellent textures of Half-Life, sprite-based enemies and non-player characters from Half-Life, models (some of them interactive), true 3D environments and other features of GZDooM. Tested with GZDooM

    16 downloads

    (2 reviews)

    Submitted

  5. Still despondent over the loss of his beloved rabbit Daisy, DoomGuy retires to the French Riviera to spend the rest of his days eating cheese and not fighting demons. One day on the way to his favorite cafe, he happens to pass by the local pet emporium, run by a certain M. and Mme. Poulet. In the window, he sees Imelda Barkos, the cutest Yorkshire terrier in France. His heart skips a beat. A kind of happiness he had not known since Daisy's death suddenly seems within reach! But as he enters the pet store, he hears a shout: "Sacre bleu! Ze Doom homme! Ee must not get ze puppy!" Suddenly, M. Poulet is blocking his path. Mme. Poulet grabs Imelda and heads for the back door. "Ha!" she cackles as a strange green portal opens around the door, "You weel never conquer our demonic castle! Errr.... not zat ze dog weel be zere!"

    tl;dr--You DoomGuy. Find doggy, kill demons.

    47 downloads

    (6 reviews)

    Submitted

  6. Do you like a soda-themed level? Here you have it; Pepsi Apocalypse. It has a lot of red, gray, and blue to match the colors of a Pepsi logo. Music is "Wicked Child" from Castlevania. 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. Additional credit goes to the person who made level 39 from Chillax because this level is inspired by it.

    27 downloads

    (1 review)

    Submitted

  7. Small, 5 level mini wad I've been working on since late October of last year. Levels are short and action packed.

    After spending most of the year on single mapping projects, I decided to try my hand at building a small, continuous wad.

    Levels were designed for pistol start.

    Utilizes mostly vanilla Doom textures, with a few new graphics here and there.

    All maps were built in Boom format using GZDoomBuilder.

    Runs in GZDoom, ZDoom, PRBoom+ and GLBoom+ (May not run in Zandronum).

    *Story*

    You are a security guard, stationed at a remote UAC facility. You show up to your shift one evening only to discover the entire base has been overrun by demons.

    *Levels List*

    Map01 - Green Shift :Music - "Mega Man 8 Stage Select Remix"

    Map02 - The Crate Temple :Music - "Astral Dreadnought" by Jimmy

    Map03 - Clocking Out :Music - "Sigma Fortress A" from Mega Man X

    Map04 - Full Lot :Music - "Pissed Office Box" by Lee Jackson

    Map05 - The Big Promotion :Music - "Adversary Within" by Jimmy

    60 downloads

    (3 reviews)

    Submitted

  8. The evil hell creatures are invaded the abardonned water facilty located on an island near the state. Our marine needs to explore the place and stop the demons before they turn the ocean into a toxic mess. (AKA DoomGuy's another massacre adventure)

    16 downloads

    (1 review)

    Submitted

  9. My third Doom WAD.

    11 downloads

    (2 reviews)

    Submitted

  10. My very first mod project. I released the first map last year but has since been updated for Doom 2 and has had some kinks ironed out. WAD contains 2 HUGE 40+ minute maps and a boss map, built using only vanilla resources and have an emphasis on atmpshere and exploration. If you want, use dynamic lights and Smooth Doom (If on GzDoom) but they are optional. If you care, here is a selection of screenshots, which you can use in your Newstuff review if you want, each with a paragraph of backstory: http://imgur.com/gallery/uZndR

    96 downloads

    (1 review)

    Submitted

  11. A big and detailed bricks and metal map for Doom 2 inspired by John Dr. Sleep Anderson and Tom Mustaine.

    58 downloads

    (3 reviews)

    Submitted

  12. A small, Quake-inspired, medieval style map for Doom 2 that requires a Boom compatible source port. The map has 70 monsters on each skill setting but you get different monsters per skill setting and this includes multiplayer.

    38 downloads

    (15 reviews)

    Submitted

  13. Una ciudad grande.

    23 downloads

    (13 reviews)

    Submitted

  14. PLOT: You're traveling home by train, but suddenly there's a crash and the train stops. You look through the window and see ugly monsters everywhere.

    At that moment, the head of the UAC calls you and explains to you that some monsters are coming through several portals created by themselves, and besides they have gone into a missile launch facility. What's more, it's thought that there's a nazi army which is hidden, and taking adavantage of the chaos, they will try to take the control!

    You must try to get into some of the portals to fight the monsters in their own world, but be careful and don't get lost in time! And if you come across the nazi army, destroy it.

    As for the missiles, a team of technicians experts in bombs will take over.

    AUTHOR'S NOTES: The map is designed to be played in a source-port that removes the limits of the original Doom. On the other hand you should save game every now and then, because there are some ambushes.

    18 downloads

    (14 reviews)

    Submitted

  15. *This wad is playable with any control scheme, but it was designed for mouselook and WASD, with no jumping or crouching*

    There have been reports of a demonic presence deep below the earth, killing everyone in the underground UAC facility nearby. You and your squad have been sent to investigate the presence. You will have to fight your way through the caverns, the long buried ruins, and finally the UAC facility itself to get to the heart of the presence and put an end to it.

    11 downloads

    (10 reviews)

    Submitted

  16. Short, Boom (-complevel 9), rocket-centric, slaughter-ish, lightly-puzzle-y-but-not-much- really speedmap I made while helping a buddy get into mapping. We mapped for about 3.5 hours, followed by about 30 minutes of testing and bug fixes. I didn't finish in time, so I went back later for another hour of work. UV will kill you a few times; HMP is a much easier, more casual experience. Uses textures from Jimmy and a sky from Mech. Midi "Boss" comes from Fester's Quest NES game.

    10 downloads

    (8 reviews)

    Submitted

  17. Tiny Boom (-complevel 9) speedmap that I made while helping a friend get into mapping after the last Joy of Mapping (3) session. We mapped for 3 hours, then spent another on bug fixes, touch- ups, and cackling like hens about our nails and the feathering of our hair. I got some feedback and made a couple quick, minor changes... all- in-all about 4.5 hours of work. The map takes 5 minutes or less to beat and features rocket- centric, light-slaughter gameplay. Difficulty settings are implemented, though admittedly HNTR is a joke setting. Still, HMP is a much easier, more casual experience. Uses textures from Jimmy and a sky from Mech. Midi "Phrygia" comes from Battle of Olympus NES game.

    11 downloads

    (10 reviews)

    Submitted

  18. A new Doom II level set designed to be played without jumping (as that would break most of the puzzles.) Made with Single Player in mind; there are still 4 player starts for Cooperative, as well as deathmatch starts/items in every map.

    39 downloads

    (16 reviews)

    Submitted

  19. 16 single-player maps for Doom 2 Play-tested only with pistol starts BUT Shotgun or better can be collected in less than 15 seconds on each map Not balanced for continuous play Multiplayer Things exist but totally NOT tested Damaging flats are consistent across maps In 320x200 distant shootable switches are hard to see Infinitely tall monsters can get in your way

    13 downloads

    (8 reviews)

    Submitted

  20. On this map you need solve puzzle to pass level. That is a thinking job. Besides at last there are a bit shoot-and-kill scene.

    9 downloads

    (8 reviews)

    Submitted

  21. 9 maps for Doom 2 with a mixed theming. In each map you get one additional weapon. Due to this concept, the first 4 maps can be played without pistol-start. In later maps, pic up all weapons because of some important line triggers. The maps are small to mid-sized, maps 8/9 are long.

    31 downloads

    (17 reviews)

    Submitted

  22. "Quantum Strike" is a set of 3 colourful Boom-format maps designed to be played from a Pistol Start. Gameplay is purely action-based with very high monster density. UV is meant to challenge "good at Doom" individuals and masochists that don't mind dying repeatedly. HMP should be slightly more reasonable and HNTR more laid back.

    32 downloads

    (24 reviews)

    Submitted

  23. My very first level after messing around w/ DB; simple, no geometry complexity - wolf3D-esque in a sense. Designed to be played on UV, using your own approach but dealing with the limited arsenal and supplies Hope you guys have fun playing as much as I'm having.. and keep an eye for secrets.

    7 downloads

    (6 reviews)

    Submitted

  24. The second in a series of exercises that dares participants to break away from the trends and ideas typical in day-to-day Dooming. The challenge? Create a map that best depicts a theme generated by jmickle66666666's level theme generator. Themes were created, numbered and then hidden from participants, who were made to select a number at random in order to be assigned a theme. The event ran for just under two weeks, totalling 11 maps. These maps are designed to be played from pistol start.

    18 downloads

    (11 reviews)

    Submitted

  25. Once again, hell is up to no good. They've decided to make a supercomputer thing producing all sorts of new demons, it is up to you as Captain Akimbo to put a stop to this!

    Shoot stuff, collect score. Put your reflexes to the test and blast your way through six action-packed levels and get as much score as you can!

    More details here: http://forum.zdoom.org/viewtopic.php?f=19&t=45173

    21 downloads

    (14 reviews)

    Submitted

Sign in to follow this  
Followers 0
  • File Reviews

    • By NuMetalManiak · Posted
      the community is very selective when it comes to liking strange things. you have weird mapsets like this and nicolas monti sets, and they are either hated, liked, or completely ignored altogether. i mean, just look at how this one is structure, no sign of anything realistic, the monsters and textures are laid out in various ways. and then there's a few jumping parts to the maps.   but in the end, it is still very much playable. I believe this is what matters most. who cares about the author's opinions on things at this point. as long as he makes a mapset playable from start to finish, it can be played and even replayed at anyone's leisure. therefore, i will award this 5 stars. it was the kind of thing you can expect if you play a joe-ilya megawad, but if you mustered enough courage not to immediately call his work crap upon booting up the game and seeing and playing the maps, then it's all fine and dandy. it's just something to get used to.
    • By Count651 · Posted
      This wad was quite a love/hate relationship for me. Episode 1 and 2 were fantastic. They flowed so well and were challenging without being stupid. Sadly once I got to episode 3 the wad took a turn for the worst. Most of episode 3 is too dark, too big, too confusing, and too full of mandatory damaging sectors without a radsuit. Episodes 1 and 2 were a blast but 3 and 4 just felt like a lot of work. I had to use the console to give myself radsuits and light amp goggles many times. Its no fun to find a secret soul sphere if you're just gonna burn it all away crossing lava without a radsuit. In the end I'd highly recommend the first 2 episodes. They're what Doom is all about; fast fun simple maps. The later half was quite the opposite.
    • By galileo31dos01 · Posted
      Done on HMP/continuous/saves.   Top quality megawad here. Lots of incredible visuals and details, each episode has a different theme, designed with really nice custom textures. You get mountain bases, dark castles, hellish environments, huge underground caves, lunar bases, and a few secret surprises. And there's a fun adventure factor in every episode, the author not only put work into fast-paced gameplay but also exploratory settings. For example, almost all of the maps in further episodes are open spaces with platforming and walkways descending into damaging liquids, and lots of optional caves to find goodies. In addition, tight scenarios are dark and spooky, creating a real sense of suspense on what's coming. Music is really good, some of the tracks are also in Ancient Aliens. Favourite tracks are 06, 11, 22 and 27
      So, like I said before, the maps are all fast-paced. Right from the beginning, you are demanded to move and find appropriate tools to get started. Nothing is overwhelming, but the usage of monsters is really well thought. Skillsaw seems to have a fetish for snipers in the form of "dead simple" enemies, because they are mostly used to harass you from different distances if you're not fast. Apart from that, he mixed incidental combat with multiple traps. From a viles+crushers maze, to a mancubus you have to guard, to a ghost town (yes, stealth monsters), or even a secret full filled with explosive zombies you'll probably panic and laugh out loud like I did.    The new monsters have their ups and downs. From the get-go, imps and demons suffered a few transformations. Upgrade pinkies are fine, creepy, bite quicker. You don't want to use the chainsaw against them, which is my only dislike because I'm fond of that weapon. On the other side, the new imps are annoying... nothing else to say. Lost souls look cool. Then, spiders have red eyes, and the smaller ones can spawn arachnorbs (mostly a cinematic effect, only problematic when telefragging the spiders), which are my favourite enemies of the set, nasty but fragile, and funny. Kamikaze troopers are like explosive balloons of meat, hilarious enemies, I simply could not get mad at them for killing me. Pyro Knights are my third favourite, I recall one instance where a cyberdemon hit a pack and they scratched him to death in a matter of seconds. Super Mancubi don't add something special, they look cool though. Cybruisers are a fair replacement for the cyber/baron in the way they were used, and also look good, but just that, and poor SMMs were deprived of their boss privileges (immunity to splash damage and loud sounds). Diabolist is a great boss, although I feel like there should have been a texture showing the monster, like in Doom there's an IoS texture.    As for weapons, well the pistol may shoot faster but it still aims like crap at any range. I did used it a lot more than the regular pistol. The minigun is awesome, and the idea that chaingunners don't drop them is good, makes it a higher valuable weapon.    Secret wise, there is a wide variety. Hidden switches, a passage behind a waterfall, a teleport on liquid floors, those are the most common. I like that some of them provide an intense fight before you get your gifts. There's a secret easter egg I found via IDDT (of course, behind a generic wall), it has a really cool effect with the music and if you have played other Skillsaw's mapsets, you'll recognize it.    Favourite maps: 06, 07, 10, 18, 22, 24, 27, 29. The rest are nice too.   Overall, yeah it's obvious that this mapset has a high value for speedrunning, but if you're a slow motion player like me, you'll still love this, just don't forget to always charge your minigun first! My rate is 9/10.
    • By NuMetalManiak · Posted
      certainly a unique map from the one touted "Midtex Wizard", enough to drop a framerate considerably. still playable, and with a low monster count, it's a bit skeptical in a number of ways. it's actually a short map, but hard anyways, with scenarios to screw newbies over. the cyberdemon fight is the real standout, being sure to utilize circlestrafing to its maximum while avoiding the nukage and the rockets. it really should be longer though. as artistic as it is i expected more out of the gameplay.
    • By NuMetalManiak · Posted
      for speedmaps, they do a pretty decent job and keep my eyes peeled. some actually interesting maps were made here and many were enjoyable. recommend.