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183 files

  1. WAD Wednesday 1 Year Anniversary Mapset

    JP LeBreton does a weekly stream called WAD Wednesday where he plays random files from the idgames archive. The one-year anniversary of the stream happened recently and we decided to do a community map jam to celebrate. The maps are as follows:

    MAP01/SABMHC01: "The Great Escape" by Arjuna Gonzales A recreation of my house circa 2001, the year I first thought of game development as a thing that I could do. Content warning: Alcoholism and the shitty things people do when they don't drink responsibly

    MAP02/AIRCOND: "Air-Conditioned Nightmare" by Fisher A short detour into the psyche of Doomguy

    MAP03/SEMICAKE: "Semiautobiographical Cakeitechture" by Eliot Lash A virtual birthday card

    7 downloads

       (0 reviews)

    Submitted

  2. screen night of the thunderstorm and the central heating

    Six dynamic, weirdo levels overstuffed with enemies to an unnecessary degree. A limit of 666 linedefs per map keeps detail low and invention high!

    28 downloads

       (1 review)

    Submitted

  3. Nato

    A song called Youth. A miserable chaingun grind. You will never believe how many Lost Souls are on this map.

    13 downloads

       (1 review)

    Submitted

  4. Analogie Fatidique

    A map originally made for Ultimate 3 Heures d'Agonie / L'Agonie Finale. Sadly the map had to be reworked to reduce the amount of HOM effects in the main hub area, and I decided to release the original version as a standalone map while the modified version is part of L'Agonie Finale.

    18 downloads

       (1 review)

    Submitted

  5. Vertigo Temple

    You are dropped into an odd temple located in the middle of nowhere, filled with hordes of demons and creatures. Your only way out is through, and you're not sure who or what is behind this, but you're determined to find out.

    19 downloads

       (2 reviews)

    Submitted

  6. YOUR DEAD! the terrible tomb...

    YO EVERY THIS IS MY FOUR LEVEL I HOPED YOU ENJOY IT!!!!

    story:

    a long time you stayed at the base, "man, this place BORING!" you said in frustration. Nothing to do, you decide to take a walk in the country. suddently, you are radio by UAC high command: marine, we have descovar that the demon have constructed a base, and it is close in your visincity! we believe they are conducting many research there and we need to put a stop to this, your mission to clear out the base then infilterate the communacation center and radio for backup.

    26 downloads

       (0 reviews)

    Submitted

  7. Wolfenstein: Shadows of Destiny

    This Total Conversion is a homage to my favorite Wolfenstein 3d mods, specifically Spear: End of Destiny, and all the WolfenDoom TC throughout the years.

    I hope you enjoy playing this Wolfenstein adventure.

    Get Psyched!

    40 downloads

       (2 reviews)

    Submitted

  8. Wreckreation Center

    The Icon of Sin has been busted and you have reconvened with the surviving humans in order to help rebuild the planet. Life is pretty good and you spend most of your free time taking walks with your recently adopted dog. Meanwhile, the remnants of the UAC have assembled together in order to establish a skeleton crew of scientists and builders to recover anything that remains on Phobos. Something stinks about the whole operation and you don't like it, but you don't concern yourself over UAC matters anymore.

    The crew is successful in repurposing an old recreation center into a research facility and living quarters. They even manage to recover some teleportation technology. Not bad. But one day, you wake up to an urgent transmission from the captain of the crew he is pleading for your help. He reveals that he had discovered an artifact on the Martian moon, after which he began hearing a voice that promised him immense wealth if he opened another portal to Phobos and lured you there so that the demons could exact their revenge upon you. By the way, he used the teleportation technology to steal your dog while you were sleeping in order to bait you in. Big mistake.

    Infuriated after remembering what the demons did to your pet rabbit Daisy, you begin suiting up in order to return to where it all began. The captain explains that most of his crew were killed or transformed into demonic creatures when the portal was opened, but he is holed up in his master suite with your dog and a few surviving bodyguards. However, the captain is already showing signs of his own transformation. Not only are you going to kill every single demon who dares to challenge you again, but you're going to show the captain (or what remains of him) what happens when someone so much as even THINKS of harming a single hair on your best pal.

    11 downloads

       (1 review)

    Submitted

  9. Wekless Endangerment

    Short, Boom (-complevel 9), rocket-centric, slaughter-ish, lightly-puzzle-y-but-not-much- really speedmap I made for an awesome angry cloud's birthday and because I had a funny idea for a layout that was perfect for her birthday. After 2 hours on the first night making most critical things, another hour tweaking gameplay the "second" night, and another hour and a half detailing/fixing stuff on the "third" night, plus some time getting feedback, I bring you this ~5 hour speedmap :) UV will kill you a few times; HMP is a much easier, more casual experience and HNTR more-so from there. Good luck and have fun! Midi "Heart of the Sun" comes from an improv Joe Satriani did for a guitar magazine. Demo1 in 0:59 by rdwpa; Demo2 and 3 by me.

    10 downloads

       (0 reviews)

    Submitted

  10. Witness Of Time

    After some time far from the doomworld I return with this episode, it is like favillesco alpha regarding to visuals mixed with mano laikas gameplay with its doom2 bestiary and rocket launcher induced combat, I'm kind of addicted to those alpha textures so I made 9 more maps with them and also allowed myself to make some theme variation like the tunnels of map03 or the tech neighbourhood of map07. Next time I'll make something completely different, I hope it won't take much time.

    32 downloads

       (3 reviews)

    Submitted

  11. Withering Graves

    Small level taking place within an old graveyard and mausoleum. Pay respects to the dead by laying them back to rest once more and tend to its grounds by clearing out all vermin making their new home here.

    28 downloads

       (2 reviews)

    Submitted

  12. Vulkan (Episode 1) v1.2

    Seven-level episode featuring some new graphics, monsters, weapons, pickups, mechanics, basically anything that grabbed my attention at the time.

    Venture down into the Vulkan power station, a promising side project by UAC that as usual accidentally drilled into Hell and summoned an army of bloodthirsty demons.

    123 downloads

       (1 review)

    Submitted

  13. Water Spirit

    Water Spirit is three maps I have made for a year, with lots of enemies and detailed architecture. The feel is intended to be slightly moody, but with lots of action and danger that will test the player.

    I hope this wad will be a memorable and fun experience. I'm really confident about the maps in this wad. I believe you will enjoy them if you check them out! Water Spirit has been tested in prboom-plus-2.5.1.4, zdoom-2.8.1 and gzdoom-bin-2-2-0-x64. I recommend you should use them.

    44 downloads

       (19 reviews)

    Submitted

  14. Water Works

    "Oh no, looks like this buildings water works are over run with more damn demons.

    This would be less of an issue if this wasn't in a strategic location that would assist greatly in the liberation of planet Reaver from the demonic horde.

    But, you know, it IS a strategic location and we bloody need it! Get this place under control damn it!"

    This is another one of my random (somewhat related to each other) TNT maps I make for PrBoom, this one occupies the MAP16 slot.

    It involves tight corridor fighting (as per usual) and is par the course so far.

    Enjoy (?)

    15 downloads

       (9 reviews)

    Submitted

  15. Spidersilk

    A dungeon map with a strange layout. Skill 3 & 4 are linear while skill 2 (marked especially so you can immediately see there's an alternate game mode) is a mad dash for supplies. Some monster behaviour has been changed!

    18 downloads

       (8 reviews)

    Submitted

  16. Vanished Colony

    10 level episode for Doom2. First half takes place in a moonbase and second half in hell. Includes original Ultimate Doom music. Music remix wads should work with this episode.

    12 downloads

       (8 reviews)

    Submitted

  17. VeryHard

    I have made adrenaline hard WAD and it's called VeryHard. This WAD is probably harder than chillax, but don’t worry, is not impossible because I tested on level UV and it passable. Thinking job is necessary, because you need find tricks. If your skill not enough, then I have made difficult setting. Here some important information:

    1. If you want play without or less using save and load, try play difficulty level "Im young to die". 2. This specific WAD works only on Zdoom 2.8.1 3. This map havent over 10.000 monsters. There are beetwen 1850-9000 monsters. 4. Your computer must have at least 4 GB RAM, or you try map with less monsters. 5. Advice: Try be experimental, try be strategy save size of battle area, try be tricky.

    A story: Marine is in a strange place, it seems he is near the gate to paradise.

    Angel - You can’t enter into paradise, because you have many sin. Marine - I will better stay here behind the gate, than going to hell. Angel - You haven’t chance to stay here because you haven’t a magic power to stand in this place. You will soon fall down. Marine - You fucking bastard, I have a lot of sin because you haven’t destroyed hell! If you destroy hell, you don’t meet people with any sin! Angel - We need forthright people. Marine - Ah, what!? You are just cheap Pussy because you are weak for beating hell!!! Where is god!!?? I want to speak with him!!! I show you, that you are a pussy!!! Angel - Calm down, I see you weren’t in the courtroom. You need visit courtroom before come to gate. Marine - Why you didn’t tell me in the very beginning?! Angel - God await for you on courtroom. Marine - Lead me to courtroom!! - Courtroom - God - Welcome.I have analyzed your story and you know a answer, but you have a request. Can you tell for all your requests? Marine - I’m sad… I supposed, that I come to hell… my request was a weapon that I can beat the demons, when I going to hell. I will fight to the death!!! God - You will get a weapon and you will get a magic “Russian skill”. With Russian skill you might pass most hard part in the hell.

    27 downloads

       (23 reviews)

    Submitted

  18. Volcano Pass

    An open, volcanic canyon filled with monster-spam. It's silly, difficult map that shouldn't be taken seriously. Also supports deathmatch and co-op, which the map might be better suited for.

    MAP02 is the same level with even more monsters.

    I was originally going to include this in a different wad, but I felt it was too chaotic and out of place compared to the other levels.

    9 downloads

       (7 reviews)

    Submitted

  19. At Warehouse Station

    Find a way into the locked railcar of the monorail and get out of the warehouse-station.

    13 downloads

       (9 reviews)

    Submitted

  20. Vents

    Originally made for the /r/Doom community map pack, project was cancelled but I decided to finish the map anyway.

    14 downloads

       (10 reviews)

    Submitted

  21. Mutiny Monday

    You are a low level security guard assigned to guard the entrance of a large, secret UAC research base. Over the radio you hear some cries for help from one of your buddies. Apparently, high level security guards have seized the base in an attempt to keep anything coming through the teleporters from escaping, and as a bonus, they've killed all the low level staff stationed at Reception. Looks like you're the only one who can stop these mutinous guards from getting away with this. Maybe you can also find out what they were trying to keep out...

    6 downloads

       (4 reviews)

    Submitted

  22. CyberShield (PWAD Version)

    CyberShield is a total conversion that transforms DOOM into a retro, arcade-style 3D shooter. You are a mercenary who must defend a server against hackers in a virtual world.

    7 downloads

       (4 reviews)

    Submitted

  23. The Vile Keep (version 1.7)

    Crossing the sea of flames, you have arrived at the outskirts of a demonic fortress. Along the only approach to the main gate, a small number of peculiar watchtowers stand, and more such structures ward the fortress walls. See below for more information.

    9 downloads

       (7 reviews)

    Submitted

  24. An Evening Stroll in Venice

    I wanted to make a level with textures I have never seen before in a WAD. On the way I imposed the 1024 unit limitation rule as well as a monstercount of 100 max. No difficulty settings, but it shouldn't pose a challenge to veterans. 2 secrets and some easter egg fun on my part. This is the second map I ever made.

    25 downloads

       (19 reviews)

    Submitted

  25. Trick Or Treat?

    This was supposed to be part of a sort of compilation WAD called Trilogy, which was conceived after I finished my third level for vanilla Doom made from the scratch. Then I wanted to rework those three levels on ZDoom, while also taking advantage of some of ZDoom functionalities, and then I decided to throw them into a single WAD, thus spawning a trilogy.

    As I said, the project was conceived when I released Trick Or Treat?, my third level, on 2011 (you get to guess the date). Then I worked on it on and off during 2012, and this year my last year of school took over and I stopped working on it. Now that I have succesfully finished school, I decided to come back and finish these levels, whilst releasing them separatedly.

    Don't bother choosing the "A Marine's Dream" and "Blaze" episodes, they're empty.

    10 downloads

       (5 reviews)

    Submitted

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  • File Reviews

    • By galileo31dos01 · Posted
      Done with these settings:   - GLBoom+ 2.5.1.4. complevel 9
      - Ultra-Violence
      - Continuous combined with pistol start mindset.
      - Saves every 10 minutes or so.   This is a slightly improved sequel of a mediocre megawad. It has no story whatsoever, not that it needs one, it's practically designed without an overarching theme and focused on Boom compatibility, something that the prequel didn't communicate very well. Although you rarely see tricks like conveyors and silent teleports put to specific purposes, they're mostly for the atmosphere. A couple of maps use custom colormaps in particular setpieces. One is to simulate immersion in toxic, and the other in blood, or perhaps portals to hell?. Anyway, Community Chest 2 has some nice visuals using stock textures. While not every map looks great, a bunch are simply awe-inspiring because of the author's creativity. I dig the idea in "Death Mountain", the sinuous terrain with mounds everywhere is very neat, as it's theoretically a mountain floating in the air. My only gripe is the trees are placed to get stuck in. Other locations are plain techbases, brown caverns, wooden complexes, Inferno-styled hell and unknown places. Most of the music available are tracks from other wads and games, with only one self-made piece for map 24 by the same author, an amazing melody by the way. I would suggest to add your own tracks for the maps lacking them, for a stronger experience if it helps.   For those who have played the prequel first, and I'm sure everyone did, there are quite a few familiar names to be found, some of which contributed with more than one map. Gene Bird cooked around five for example, evoking a conservative "rooms with monsters" 90's style. His maps don't vary in any aspect to each other, nor to his previous works in Community Chest 1 unfortunately, but they blend well enough with the tone of the mapset. The first map is already by Erik Alm in his well-known Scythe fashion. Then we have individual entries from Andy Leaver, Kaiser and Use3d, the latter came as an improvement to be honest. On the other hand, a big portion of the people involved were completely new to me, and that's when I had to expect the unexpected, sort of. I'd say the maps had their ups and downs, generally enjoyable if some exceptions. They were also organized in a very random way, but that's no news. Just like a traditional community project, this megawad features a wide range of concepts, layouts, and forms to entertain the player, for better or worse. Fans of old-school and/or adventure maps will be delighted, as there are a lot of them in all sizes and difficulties, even several inspired by the original Doom levels. The obvious standout is "The Mucus Flow", a brutal map that can only be understood with patience and dedication, mostly the former one, and heavy chainsaw practicing. Besides, its curvy "mint-chocolate" design is beautiful and unique, or used to be, since tons of future releases found inspiration from it (e.g. Speed of Doom). A shame it has glitches in the sky. There are other remarkable moments to be experienced, such as to explore a city in depth to figure out the secret exit, or to fall in a sequence of fake exits that only exposes you in circles of chaingunners. I'm not sure how others will take it, but I couldn't hold my laugh after the second time.   Secret-wise, the first thing to know is that PRBoom users need to activate the "Linedefs w/o tags apply locally" option to enable access to some ZDoom-only secrets in maps 06 and 24. There is also a secret in map 20 that requires an archvile jump, but it's not possible to reach it outside of ZDoom versions. Other than those, hope your sense of exploration is wide awake, as there is plenty to locate and highly appreciate. I'm thinking of the standout map, of course. For favourite maps I will pick 19, 24, 27, and 31. Some others like 06, 13, 23 and 32 were entertaining for the most part, but not convincing as a whole. The rest range from good to dull or tedious, like the final map.    Overall, it's certainly an upgrade in quality, and I'm inclined to believe the successors are much better. Still, it's nice to traverse the history of the community chest projects. If you and I share similar tastes, then you'll probably find content to enjoy here, and if not, well, skip the unnecessary. My rate is 6/10.  
    • By tempdecal.wad · Posted
      It's bad because it's hard.
    • By Nems · Posted
      Should have been called "Doom 64 for Boom".   I really wanted to like this more. I mean, I do like it but I feel like the gripes I have regarding it just bring my overall rating for it down too much.   It was interesting to see how, at first, the authors recreated the Doom 64 levels in Doom 2 with just vanilla assets. You can still see some of that in the Boom levels like how revenants and arch-viles are used in place of where traps where. That was an interesting touch and I liked that.   As I got further into it though and more of the Boom tricks were used my thoughts wandered from "hey this is a nice vanilla interpretation" to "man I could be playing Doom 64 EX or Doom 64 Retribution". I really wish they would have stuck with vanilla constraints for this reinterpretation. I would have liked to see how they would have handed nightmare monster placement (would a nightmare imp be worth two imps or three, for example). I feel like using Boom and DeHacked cheapened the experience, like they were trying to replicate Doom 64 as close as possible rather than doing a vanilla Doom (2) interpretation.   Additionally, map 30 can fuck right the hell off with that puzzle bullshit.   Anyway, if you don't mind any of the complaints I made, you'll likely have fun with this. I got some fun out of this as well but to me it feels like it's trying to be exactly like Doom 64 rather than simply a vanilla Doom 2 interpretation of Doom 64. In trying to be exactly like Doom 64, it just makes me want to play that more than this.
    • By Marlamir · Posted
      Pretty good. The combat was fun and design wasn't bad at all.
    • By Meril · Posted
      Despite its age, nice details and well designed. Way how blue key is hidden is really clever. But map is dark and cramped. Enemies are only imps and hitscanners.
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