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13 files

  1. WILDWATER.WAD

    Your in the hidden sewer system under Niagra Falls, built by some wierd cult. There is no way out.

    2 downloads

       (2 reviews)

    Submitted

  2. WIZARD3 - For Heretic

    This wad was edited because I noticed there isn't any good co-operative wads for doom or heretic. This is a definate co-op .. YOU CANNOT DO IT ALONE!! [5] Dasparils, [a bunch] Dasparil spots... Tons o Maulataurs MAJOR AMMO AND ALL WEAPONS AT START. Should take you an hour or three to complete.

    1 download

       (1 review)

    Submitted

  3. WOLF1.WAD (Wolf Series)

    Original Deathmatch PWAD for Heretic (Registered)

    0 downloads

       (0 reviews)

    Submitted

  4. Windy Beach Deathmatch v1.0

    Another concept DM WAD for Heretic, this map is the pseudo-sequel to SMKHDM.WAD. For some reason, the level in Doom2 titled 'Barrels of Fun' is a classic, and not because of level design. I guess it's simply for the fact that blowing stuff up IS fun!

    So, after noticing that the exploding Pods in Heretic can be carried by wind currents, I decided to take advantage of this and design a level around the idea. So what you have is a central arena with a central sniping area, with Pods circling below due to the wind.

    Skill levels are setup so that on Easy, there won't be anything except you and your opponents. On Medium and Hard, the Pods come out in force and swarm the middle of the map. Also on Hard, a few Undead Knights and Gargoyles populate the outer areas, setting off explosions when their projectiles hit some of the Pods. If any of these things annoys you, just play on Easy.

    There are 8 Firemaces in this level, and that is because of the way the Heretic engine handles that weapon. It will randomly appear in one of the 8 locations, so remember that it won't always be in the same spot when it respawns. This means that when you play there will be only ONE in the map at any given time.

    To exit the map, you need to press at least two of the switches in the central building and then walk into the teleporter. Why is there an Invulnerability Ring in the exit portal you may ask? To give the person who leaves a nice goodie for the next level is why!

    Note that since this level is E6M2, you'll need to use the warp code (engage), or the '-warp' command line parameter to get to it.

    The background music is 'Popcorn', one of the earliest techno-style songs and appropriate since you'll be popping pods. :)

    0 downloads

       (0 reviews)

    Submitted

  5. Water Works

    Ever wonder why the water around here tastes so strange? Maybe its because of all the blood in the water. Send your opponents mangeled remains down this river of hell.

    0 downloads

       (0 reviews)

    Submitted

  6. Water Walls I

    0 downloads

       (0 reviews)

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  7. Vision1.wad

    Great Deathmatch wad 2-4 player. Your vision is not always what it seems. Always look behind you.

    0 downloads

       (0 reviews)

    Submitted

  8. The vineyard (vineyard.wad)

    This level was designed to be used in deathmatch. This is an ultra cool level. You can play with it by yourself, but just to look around...,if you want a fraggin good wad you Picked a good one,grab you items,drop down into the vineyard and make some wine out of you oppenent.

    0 downloads

       (0 reviews)

    Submitted

  9. Waterwalls III

    0 downloads

       (0 reviews)

    Submitted

  10. Wanna Boogy?

    Wanna Boogy? is a HERETIC deathmatch only level without any monsters except your friend-become-prey. It's stricktly move fast and kick ass from begining to end. The level consists of another arena (12 sided) surrounded by open air hallways. Four Teleporters in the central arena take you to Weapons, Ammo and Goodies depending on the Skill level chosen at start (The higher the Skill level, the nastier the Weapons. However, when you return from your trip, your friend might just be waiting in front of the Teleporter ready to blow your head off. The return Teleporters will beam you to one of the Hallways surrounding the arena. Each Teleporter takes you to a specific destination, so it is possible to determine a final destination and wait for your buddie to appear. There are windows in the hallways looking out over the arena, and they make for good ambush sites. The players start in one of the four connected hallways adjacent to the arena. They will each find a Dragon Claw and an Ethereal Crossbow to start them out. This level is great in DEATHMATCH 2.0 as well as regular Deathmatch. There is plenty of opportunity for ambush.

    0 downloads

       (0 reviews)

    Submitted

  11. WEEKEND.WAD

    HERETIC DEATHMATCH WAD (MY DOOM ][ WEEKEND.WAD CONVERTED) After playing many, good Deathmatch PWADS, and building a couple, I decided to build a fast, high-frag DeathMatch wad. It has a central, open 'arena' to battle in with surrounding passageways, a couple of dark shortcuts and NO shortage of weapons or ammo. You will amass MANY, MANY frags here!!!!!

    0 downloads

       (0 reviews)

    Submitted

  12. Watch Your Back, Buddy! V1.00

    Deathmatch level ONLY! There is an EXIT (you can exit whenever you want).

    0 downloads

       (0 reviews)

    Submitted

  13. Water Walls II

    0 downloads

       (0 reviews)

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  • File Reviews

    • By Classicgamer6 · Posted
      An amazing hellbase style level mixed with a bit of cave exploring, utilizes ZDoom effects to create a nice atmospheric environment to play in. I played on UV and found the difficulty to be fair while still presenting a challenge in a few spots. Overall it's pretty good but could of ended a little better as I am not a fan of arena endings.
    • By Classicgamer6 · Posted
      Rather alright but nothing too special besides the spectral enemy gimmick and the marble theme.
    • By Classicgamer6 · Posted
      Hangar is a single GZDoom level that has one of the best uses of 3D floors I've seen. There really isn't much I can say about this level except that is just really solid.
    • By Classicgamer6 · Posted
      I have a soft spot for levels set in somewhat realistic facilities that also feature a light horror theme, however, what I don't like are levels full of what can be surmised as annoying monster encounters. Specifically what I find annoying are the monsters placed on UV which lead to rather poor level flow. This level does look good and has a nice custom song playing but the stock scream sound effects that play somewhat frequently do detract from this. Overall this is an okay level that could very easily be made good if monster flow was made better and the screams were played less often.
    • By Figgy McSquiggins · Posted
      I was loving it, had a fair bit of challenge. Every fight really put you to the test. Excellent map design, too. You clearly worked hard on it, and that is not lost on me. That being said, as soon as it hit whispering winds, I instantly hated it. It just devolved into finding one of 20 invincibility power ups, and spamming the bfg. Took all the fun out of it when you're backed into a corner against 100 barons, 100 revenants, 100 cacos, 5 cyberdemons, 600 imps, 250 zombie gunners, a spider mastermind, and 20 arch-viles that revive the fuckers, and all you can do is spray the bfg and hope invincibilty doesn't run out.
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