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  1. Classic Doom 2 city-style map originally designed for the cancelled "Plain Ol' Doom 2" community megawad. Originally designed as a Map 20 replacement. Level layout is a homage to "Central Yharnam" level from From Software's Bloodborne.

    49 downloads

    (1 review)

    Submitted

  2. My first release, though not my first map. (Only the first one I deemed good enough.)

    I tried to get a good mixture of dark narrow spaces and bright open areas. You start in an underground, cave-like area, go through some darker base rooms and end up on the shores of a huge nukage lake. Nukage is a reoccurring theme throughout the whole level.

    I've tested mostly on Ultra Violence. It is beatable on that difficulty without using any secrets (they will help a lot though).

    9 downloads

    (0 reviews)

    Submitted

  3. One map for Boom-compatible source ports made as a break from another project. A somewhat unconventional style of gameplay is encouraged here: my only tip is to seek the red flags.

    7 downloads

    (0 reviews)

    Submitted

  4. I do think title does a nice job of describing contents of this map. Basically, i got inspired by sum topic on Doomworld called "Map settings/themes you can't get enough of" where LeoDoom posted that there is not that much of a water/tech maps. So i made one.

    13 downloads

    (1 review)

    Submitted

  5. a short nonlinear "coffee break" length doom experience; have fun!

    8 downloads

    (0 reviews)

    Submitted

  6. A small medium level for Doom 2.

    17 downloads

    (3 reviews)

    Submitted

  7. My first attempt at Doom mapping, and my first proper release for any game. The story is... ...(being made up as I type this)... ...a UAC facility harvesting water from deep rock deposits accidentally tapped into Hell through a misguided attempt of teleporting in new water filters. Naturally this resulted in Arch Viles, flickering lights, and a lack of ergonomic keyboards in the facility. Go forth, and purify the tainted water supply!

    There are co-op spawns, multiplayer spawns, and multiplayer Things. These have not been tested.

    38 downloads

    (1 review)

    Submitted

  8. New technology has arrived upon your modem, and BZZT it came on your hard drive! Behold, the first extrapublic version of the soon-IWAD game, Sentient Mushes!

    Now with 7 maps (inc. 1 placeholder map and 2 DM ones) of fun, and a bunch of new guns, a few monsters and other miscellaneous stuff going to inf- I mean, sweeten your day.

    WARNING: The modeling sprite replacement project isn't done. If you find a cartoonish sprite, feel free to criticize it, but keep in mind we know it and we are going to replace it someday!

    13 downloads

    (0 reviews)

    Submitted

  9. 5-map wad, Egyptian-themed. Pistol-starts are recommended, but not necessary.

    67 downloads

    (4 reviews)

    Submitted

  10. Hell was defeated by a lone marine. But what no one knew was that there was a far greater and nigh inconceivable evil lurking beyond our realm: the Elder Gods. They saw how Hell had failed and felt it was now their time to succeed. They knew of the Doomguy's strength, and decided to attack him in the one place he's vulnerable: in his nightmares.

    Shadows of The Nightmare Realm takes place within the dreams of the Doomguy, each one manipulated by the Elder Gods.

    82 downloads

    (3 reviews)

    Submitted

  11. *** PLAY ON HMP/HNTR ***

    9 Boom-compatible maps (i.e. prb+ cl9). Explore a mostly-purple world of villages, space bases, temples, and beyond!! These maps are really god damn hard. I put most of my time and effort into making HMP the intended difficulty setting, it's by far the most fun and balanced. Think of Stardate20x7's HMP as everyone else's UV. Similarly, HNTR was balanced to be comparable to other challenging mapsets on HMP. UV is NOT the intended way to play the levels on a first playthrough, but rather was intended to be a "bonus" setting reserved for hardcore sadomasochists that are already familiar with the maps and want pure challenge. Anyhow, this set is a mix of "casual" maps, cramped maps, and some slaughtermaps (surprise!). Good luck!

    *** PLAY ON HMP/HNTR ***

    116 downloads

    (3 reviews)

    Submitted

  12. A map for Doom 2 that was submitted to the Vinesauce Doom level contest. This version is much more fleshed out though.

    29 downloads

    (1 review)

    Submitted

  13. This is the first non-speedmapping map I have released.

    The map is launched on level 12 in order to use the right sky texture, it was originally going to be a part of the Nova III release.

    Torn is a tribute to Sunder, taking inspiration from several maps, mostly from Pale Monument.

    A few components from it are copied and tweaked (a staircase, two large pillars, and two detailing elements).

    The building exterior across from the was based on one of the maps in Nova III, which was supposed to create continuity.

    Other than that, it's entirely original.

    40 downloads

    (1 review)

    Submitted

  14. This is a map I scrapped from a 2-episode wad I'm working on for Chex Quest. It is my first attempt working with the set of features ZDoom has to offer. This level simply doesn't fit with what I'm currently doing with the rest of the mapset both plot-wise and gameplay-wise. There's also the fact that due to some screwing around in SLADE 3, this wad is now somehow permanently corrupted when loaded in Doom Builder 2. Don't ask why. Anyway, It was inspired by E3M1 of Chex Quest 3 and is designed to be quite difficult. Watch out for that ending!

    Criticism and other comments are welcome!

    11 downloads

    (1 review)

    Submitted

  15. Supposed to be a part of community project which has been abandoned. Imagination of Plutonia MAP03 "Aztec", no copy-paste, but same shapes and techniques (MAP03 is one of my favourites). I hope there are less nasty traps and switchhunting like in Urania.

    20 downloads

    (3 reviews)

    Submitted

  16. Trapped its a 1 Level only in where the goal its to escape the unknown place you got in

    40 downloads

    (2 reviews)

    Submitted

  17. Demo level for my player miniwad in hellish/marble style influenced by games like Heretic, Hexen and Painkiller. Contains new monsters, weapons and decorations implemented with BEX patch. Although this wad is called demo level it's playable on it's own. For list of changes see changes.txt file.

    14 downloads

    (11 reviews)

    Submitted

  18. 14 downloads

    (11 reviews)

    Submitted

  19. This is my first DOOM map, and it's based heavily on the First World Bank map, featured in both PAYDAY: The Heist and PAYDAY 2.

    The spawn area, some of the outdoors area, the underground area past the blue key, and the hell area are my own design. The rest is based on the original map.

    Been playing DOOM since I was a little kid, finally wanted to try my hand at a map, so here we go!

    23 downloads

    (19 reviews)

    Submitted

  20. "What does fear taste like?

    52 downloads

    (24 reviews)

    Submitted

  21. My 2nd map; wolf3D-esque. Challenging, but fair (intended to be played on UV). Design-wise i'm on baby steps.. figuring out stuff, but i've learned a lot making this one; so i'm confidant that i can bring a more elaborate/complex level design in the future. Hope you all enjoy it and feedback is always welcome ;)

    9 downloads

    (6 reviews)

    Submitted

  22. My second map ever made which is a sequel to my "UAC Doom" map. Tried my best to make some areas more detailed than others. :-)

    9 downloads

    (7 reviews)

    Submitted

  23. A small single-player techbase map made for the third battleofthebits.org Doom 2 mapping contest.

    This map features new textures based on the stock ones, edited by yours truly, and showcases my "unorthogonal" style of maps seen over the last 2 or 3 years starting with Mayhem 2048's MAP01 "Unorthogon", and a birthday map for friend of mine jmickle66666666.

    16 downloads

    (12 reviews)

    Submitted

  24. 9 level episode. Fight your way through a starbase. Amount of weapons is designed so that you keep them from level to level, so pistol starts not recommended.

    10 downloads

    (8 reviews)

    Submitted

  25. Three maps taking place in a virtual reality infected by Hell.

    Made in January-February of 2015, these were inspired by various cyberpunk, vaporwave, and other, similar sci-fi music and artworks - in fact, it was intended to be the part of a bigger mapset that couldn't happen eventually.

    I wish I could tell anything else, but that's all: finished maps waiting in silence for almost two years.

    I hope you enjoy them after so much pause! Good luck!

    cc4-tex.wad fully included, with some textures replaced by own creations.

    Music:

    "One Must Fall 2097 - Menu v1.1" MIDI Maebashi Station - Chicago Skaven - Walk it off Deus Ex: Nihilum OST - Queens, ambient track

    18 downloads

    (12 reviews)

    Submitted

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  • File Reviews

    • By SP_FACE1 · Posted
      This is a four level mapset with mainly an alien base theme and a little bit of open sky caverns at the end. Detailing is top notch, texture choices please the eye, level design well thought and monsters are a plenty. First and last map are smallish or standard size but the two levels in the middle are large.   Map01 begins as a pretty straightforward techbase. You start in the middle and have to travel to both ends to finish the level. Detailing is modern and you'll immediately get a feeling of the author's style - the rest of the levels must be worth checking out too. The level has a nice outdoor opening at the eastern end but otherwise it's a closed base. There are a couple of secrets and they are quite logical to find. The size of the level is on the smaller side so finishing up doesn't take that much time.   Map02 is my favorite one. It's huge and non-linear. I see two themes in this level. One side of the map is rusty dark metal with lava and slime, the other side is more light with beige panels and desert rock walls. I'm not sure if the author has made some new textures or if it's just a mixture of the originals, the Darkening, and some others I don't recognize but the texture combinations are very pleasing. There's a lot of impressive detailing on this level. I think I stopped at least twice to just look at stairs, how the author used lighting and textures to make them stand out from just another set of regular DooM stairs. I also liked the rocky outdoor opening with the lavafalls. Had to stop again and just look at it. And there are other similar details almost in abundance. Some are not even visual details but functional ones. Like the way the blue key opens up. Or the dysfunctional crusher ceiling in one of the secrets. Speaking of secrets there are a whopping nine of them so that brings replay value to the level too. Even though the level is large and non-linear switches usually open something quite close and there's not much wandering around but you do have to travel from the other side of the map to the other end.   Map03 continues the base theme. Light gray is the dominating color here. This map like the previous one is large and non-linear. Though this felt much less straightforward than map02. I had to wander a while to find the door in the corner that leads to the first key (blue). But after that I didn't get lost again. This map has a few floors that you run up and down. The floors are connected by circular rooms that lead to stairways. In addition to the base theme there are some dark brownish caverns with hanging vines which is a hint to the next level. Overall this level was much darker than the previous one. There were several almost pitch black areas in the map. There are six secrets. I was not able to find them all. I liked the underwater crossing secret the most, it was a nice detail. Also I found myself often looking at the ceiling and sky for nice details - like in the previous level.   Map04 is an open sky cavern with watery floor and vegetation hanging here and there from the ceiling. There's a central area and the main action in this level is jumping through the center from rock formation to another to reach the blue key. I don't usually like platformer scenes in DooM because falling usually leads to frustration but everything was executed so well here that I didn't fall even once. The center hub leads to another descending area where there's a Cyberdemon fight and after that you can reach the exit. So this level is short like the first one and is a perfect relaxing ending to the WAD.   One remark about the skill level. It's noticeable harder than average. You should definitely lower your skill level by one when playing through the first time. Ultra-violence feels like nightmare because enemies are constantly teleporting to places you have already been to.   Also note that this is single player only. No multiplayer starts but despite that I was able to successfully play this in coop, i.e. no showstopper traps. However I think there are not always enough items for coop but it's manageable.   Overall this is a beautiful quality WAD and I definitely want to play more levels from the author.   My rating: 4.4/5
    • By leodoom85 · Posted
      This mapset has been fun to play with some variety for the difficulty. The maps are easy to navigate but hard to play and that's a +1 point to me. Modded gameplay is even harder. Great stuff Bonnie.
    • By Spie812 · Posted
      Long review incoming (map by map breakdown):   Map01: You know a speedmap is good when it could easily pass as a real map. This level looks and plays like it came straight out of Plutonia and it's awesome. Map02: AAAAH THE SKY IS FIREBLU! Other than that, this map has a cool switch puzzle and a horde of barons, hell knights, and cyberdemons at the end as a bossfight. Map03: Ehh, it's okay. I liked the TNT midi. Map04: This level is basically a giant platforming puzzle with a brief fight at the end. You'll either like it or hate it. Map05: This takes place inside a fortress or whatever. The map progression is nice, but I don't like the random arch vile. Map06: Fast-paced action defines this map. The level is fast from the beginning to the end. I'd recommend this one. Map07: This map, for the most part, isn't that good. The texture choice is really bland and monsters are generally placed wherever. However, there are some better parts such as the red key room and the really cool last fight, which takes place in several tiered stages. Map08: This level has you frantically running around pulling switches to gain access to the yellow key, then a rather unfriendly group of arch viles at the exit reveal. It was pretty good. Map09: You are thrown into a gauntlet of short, but brutal fights. I'm not good at it, but I generally like it. Map10: Oh dear. Enemies and things are scattered all over the place with no rhyme or reason. I could rarely survive the first 10 seconds of the opening clusterfuck. Other than that, it's just kind of boring and short. Map11: This has a lot of enemies and little ammo. Thankfully, the map is short and you can skip most of the enemies if you know where to go. Map12: You're basically in a large arena with a fortress in the middle. Most enemies are sniping from ledges, but there are two cyberdemons on the ground that force you to keep moving. This level is mostly a switch hunt but it was okay.   Overall, this was a really solid set of speedmaps. Almost all of the maps were fun, most of the bad maps were still okay, and the good maps were excellent.
    • By felgro · Posted
      This is the best thing I've stumbled upon in looooong time. Fantastic reworking of a classic map - feels like playing something brand new. Awesome, deserves classic status.