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Collections of new graphics, sounds, music, and/or .exe patches, without levels or a clear theme that warrants them their own themes subdir.

486 files

  1. I decided to make this after seeing Nitroactive's take and being disappointed by the fact that Crash didn't animate. I also went a little overboard along the way so there's a Crash variation to replace every monster.

    91 downloads

    (2 reviews)

    Submitted

  2. Beautiful Doom is the grandfather of enhancement mods, born in 2008, updated multiple times, and finally updated again in 2015, after a long silence. Version 6.0 was an ultimate update that took it to the next level.

    It's a mod that keeps original Doom gameplay unchanged but introduces lots of special effects and visual enhancements for deeper and more thrilling Doom experience. Practically every single object in Doom was remade and updated, and many effects can be controlled while using the mod.

    63 downloads

    (2 reviews)

    Submitted

  3. Is violence against Nazis justified, or is the solution to hate speech more free speech? Now's your chance to find out.

    21 downloads

    (0 reviews)

    Submitted

  4. You and your cadres set out to embark unto the maps of doom! Adversaries are aware of reinforcements. May God be with you.

    19 downloads

    (6 reviews)

    Submitted

  5. A gameplay mod, it adds legs and ability to run to a lot of objects that never asked for this.

    31 downloads

    (8 reviews)

    Submitted

  6. Constructed primarily from the ruins and remnants of mods I didn't get far enough to release, Mixed Tape Vol.3 is very much a "throw things at the wall" kind of mod. No major gimmicks or anything, just a set of guns, pretty much.

    20 downloads

    (4 reviews)

    Submitted

  7. Resources from the Ancient Aliens megawad.

    aa-tex.wad contains textures and flats. aa-mons.wad includes the custom monsters and custom decorations used in Ancient Aliens.

    playpal-aatex.png is the Ancient Aliens palette. You can use it as a base to create your own palettes with additional ranges: it should be clear which ranges are not native to Doom and can be changed to whatever you want.

    phu_big.bmp is a bitmap font to be used with Bitmap Font Writer.

    alnarch1.xcf is a GIMP image file for the arch textures. You can use it to make variants of the arches with alternate background textures (a different set of bricks, for instance).

    See aa-tex-info.txt for some additional instructions if you're unfamiliar with working with custom palettes. You'll need to follow the included steps to import and reindex some IWAD resources into your project.

    21 downloads

    (6 reviews)

    Submitted

  8. This is an unofficial patch for Heretic: SOTSR 1.3 It will essentially port the levels to Doom II so they can be played with Doom monsters and weapons. This patch creates quality Doom levels featuring very good classic style gameplay. The necessary Heretic resources (levels, musics, sounds and graphics) are extracted at the user's computer Both full registered versions are required

    SEE INSTALLATION NOTES BELOW!!!

    60 downloads

    (48 reviews)

    Submitted

  9. This is the first known COD ray gun recreated in Doom. I dunno if it's been done before, but have fun with this, and use it for whatever...

    I made this as accurate to the COD ray gun as much as I could. Like I said, if you wanna use it for something or modify it, do it. Credit me though and link the download (aka this page).

    The weapon is in slot 6 and it comes after the plasma rifle.

    18 downloads

    (6 reviews)

    Submitted

  10. Replaces every single vanillia d2 enemy with lots of bees.

    Includes a whole new Icon of Sin behaviour.

    28 downloads

    (15 reviews)

    Submitted

  11. Beautiful Doom is the grandfather of enhancement mods, born in 2008, updated multiple times, and now in 2015 it received the ultimate update. Since then it has improved a lot.

    It's a mod that keeps original Doom gameplay but introduces lots of special effects and visual enhancements for deeper and more thrilling Doom experience.

    225 downloads

    (205 reviews)

    Submitted

  12. 2 guns are better than 1 gun. So I've just made this for Doom.

    Weapons include alternate attacks for more fun.

    29 downloads

    (6 reviews)

    Submitted

  13. A gameplay mod which replaces all the non-weapon/music sounds with Meme Jon, and all the monsters with an overpowered Meme Jon monster.

    29 downloads

    (18 reviews)

    Submitted

  14. Blood effects from Half-Life to be used on both Singleplayer and Multiplayer.

    UPDATE: I've made some changes to the graphics, and after a intense session against bots, i've realized that 3 minutes of duration is WAY too long to be a default value, so i reduce the duration to 63 tics.

    14 downloads

    (4 reviews)

    Submitted

  15. If you just can't get enough of taking pictures of your food and making it look more magenta, InstaDoom is for you! Play Doom with any of the 40(!) official Instagram filters! Memento Mori with Mayfair! Requiem with Rise! Icarus with Inkwell! Alien Vendetta with Aden or Valencia!

    ALSO INCLUDES: Selfie Doom: Buddy Adding Edition! Indulge your narcissistic urges even in the deepest corners of Hell! With the new multiplayer compatibility, take group selfies in front of famous landmarks! As seen in Le Monde!

    Note that in any non-ZDoom-based port, the Selfie Stick replaces the BFG, and all chainsaw and BFG item placements are swapped, so you can pick up the Selfie Stick on Map01 ASAP. (Since the Doomguy doesn't have to worry about lugging around the BFG, he can also carry 50% more plasma ammo.) In ZDoom-based ports, the Selfie Stick is a special extra DECORATE weapon bound to the 7 key.

    ALSO ALSO INCLUDES: InstaDoom DLC Pack 1! Is Instagram too "mainstream" for your tastes? Do you need filters -- er, I mean, "presets" -- that really scream, "I am a hipster"? Do you not care about usability? Then you'll love the new VSCO Cam DLC pack!

    17 new filters (er, I mean, "presets") that emulate each of the currently-free filt- uh, presets in the VSCO Cam app! Most of them look like garbage, but they are painfully hip! Sneer at the basic bitches on Instagram with such purposely-obtusely-named presets as A4, B5, M3, and the ever-popular P5!!

    64 downloads

    (48 reviews)

    Submitted

  16. Mainly the spells from Final Fantasy 4 in the doom perspective.

    22 downloads

    (11 reviews)

    Submitted

  17. Quake-inspired spraying gibs mod.

    BONUS: green.wad, a red/green palette swap, created by accident. (Try them together!)

    This is the GIB.WAD/DEH that was distributed in 1999 but never uploaded to /idgames. There has been one modification in 2015: GIB.DEH has been loaded into the WAD as a DEHACKED lump as a convenience for those ports that support it. This text file has been written fresh for the /idgames upload. The original is included as gib.orig.txt.

    14 downloads

    (6 reviews)

    Submitted

  18. You and your cadres set out to embark unto the maps of doom! Adversaries are aware of reinforcements. May God be with you.

    14 downloads

    (10 reviews)

    Submitted

  19. A new weapon I created.

    Fire rate: Full auto Replaces: Chainsaw Damage: 3 Fire speed: Slow Slot number: 2

    16 downloads

    (6 reviews)

    Submitted

  20. Bushface (or "Face of Bush", as I originally called it) is a silly HUD face replacement. I originally released it in 2004 to Doom Connector community, and now it's 2015 and I decided to upload it to the idgames/ archives so it can be preserved for all of eternity. This upload is in its unchanged form, as I've also found a modified version of Bushface on the Internet. I even preserved the old text file that can be found in this .zip archive.

    Bushface has brought much joy for me and my friend in cooperative games. I found it by accident on my Linux box and I'm glad it didn't get lost forever in some horrendous hard drive crash or something...

    18 downloads

    (13 reviews)

    Submitted

  21. You and your cadres set out to embark unto the maps of doom! Adversaries are aware of reinforcements. May God be with you.

    10 downloads

    (4 reviews)

    Submitted

  22. This is the end result if the actual ending became glitched and scary.

    14 downloads

    (10 reviews)

    Submitted

  23. You and your cadres set out to embark unto the maps of doom! Adversaries are aware of reinforcements. May God be with you.

    17 downloads

    (11 reviews)

    Submitted

  24. This is a gameplay mod that provides enhancement to vanilla monsters but maintains balance to the original gaming experience.

    Nearly all monsters have multiple death sequences, dead things and gore are randomized and a couple other surprises.

    Smooth animations have been implemented for most monsters (but not death states) as well as a few other additions added in 1.2, the earlier version.

    One large change in 1.5 is the implementation of the unused zombieman and sergeant rotation sprites that Romero posted on December 10th, 2014 in place of the ones used in 1.1 and 1.2.

    There are no weapon changes at all so if you want to load up your favorite weapons mod that doesn't alter monsters, make sure you load it up before it.

    There is now a separate version for Zandronum now, which works 100% due to extensive online multiplayer testing.

    33 downloads

    (25 reviews)

    Submitted

  25. A fan of MLP and Doom? This is for you!

    52 downloads

    (45 reviews)

    Submitted

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  • File Reviews

    • By dll · Posted
      Beautiful looking map that doesn't over do it, non-linear layout is a joy to explore and come to know. A few enemies can be handled maybe easier than intended as height differences stopped them being able to fight back effectively.   Great atmosphere, plenty of tension, and extremely consistent design.
    • By Mason. · Posted
      Not awful, but nothing too exciting either. Simply average.
    • By an_mutt · Posted
      As much as I enjoyed playing this map, the requirement of playing the wad in an advanced port which supports UDMF is pretty baffling to me, as it could very easily be simplified down to Vanilla or Boom while losing basically nothing. The only things I could recognise were a few out of place stealth imps (which aren't inherently bad, but are poorly utilised here), along with some scripting at the end of the map for one particular fight. Otherwise, this map could easily be part of any given old-school vanilla mapset and I wouldn't bat an eyelid.   One aspect of this 'old-school' feel is the texturing, and the fact that Yummy Pie goes for the almost Wolfenstein 3D-esque approach of having most areas have their own wallpaper of a single texture throughout, and a few supporting texture variants for detail. This works for most parts of the map, with the exception of the opening area - its use of brick being too repetitive and garish, and making me wish that some different textures were also incorporated to support said bricks visually. The 'old-school' feel is also enforced by the fairly ordinary architecture within the map - the most dynamic changing of architecture you're going to see here is some doors being opened and a few blocks being raised out of lava. While this isn't a problem, it does continue to raise the question of why the mapper would choose UDMF as their map format of choice if they aren't going to experiment with what UDMF is capable of. Because of this, the map feels very safe, artistically - too by-the-numbers.   Some final points about this map, and keeping on the topic of it feeling too safe: the monster placement and general gameplay progression also falls into this same feel. The map is quite nicely paced, with gameplay difficulty ramping up at points where it feels like it should, and the map ending at a satisfying point. (it doesn't end too abruptly, or go on for too long once you feel you've experienced everything it has to offer) This is definitely the strongest part of the map's design. Unfortunately, the final areas is too by-the-numbers and generic as a final boss fight that things go from "natural" to "predictable" once you reach the final areas. As for the map's 'multiple paths and branching areas', it was not something I particularly picked up on until reading the wad's description after the fact. While there were multiple areas that had some additional areas, they usually amounted to single off-shoot rooms or pathways that gave me either a few monsters to fight, or some goodies to pick up. Again, unfortunately, it feels very safe. It would be interesting to see the mapper move into some more experimental non-linear design, if they're interested in including it in their maps going forward.   Lastly, I felt that the final baron "fight" was laughably bad, and I simply sunk 40 cells into it before leaving. For some reason it's not a scripted fight, and I can just lower the bars to avoid it and walk into the exit. Once again, this raises questions on the use of UDMF, as the fight before this does use scripting for what is essentially a very similar fight, fundamentally speaking (kill a thing, then be allowed to leave). The baron encounter is a strong sign that a similar approach could have been made in the previous fight too. Again: baffling.
    • By NuMetalManiak · Posted
      improves HEAVILY over Paranoid, while still keeping the very first episode of it, some of the levels are shorter than the ones in Paranoid, which is good, plus three new weapons and a few new enemies show up too. the last episode is a strange one, putting in Doom monsters in a Half-Life-themed mod for about two levels. Very long-winded, but worth the playthrough.   settings are done well, from Black Mesa to Xen itself, although not everything is perfect. the Gargantua doesn't seem to have a mass value so hitting him with an RPG (or even the headcrabs with that one that you are supposed to fry with electricity) makes him go flying. also some of the moving platforms in the Xen episode don't seem to work properly, in other words, I seem to slide off of them if I don't keep up, and a few corridors seem to have a wind effect when they really shouldn't.
    • By SP_FACE1 · Posted
      A four level mapset utilizing heavily all the green textures and floors from the original IWADs plus an additional green tinted sky. The second level adds the black rock texture to the mix. All levels have some basetech parts here and there too but the mapset is predominantly green. I like maps that have their own visual style and consistently follow it. Flow is pretty good, I always knew where to go and didn't have to wander around. The medium size maps helped this too. There were some nice traps and monster fights were tough but fun. I liked the area in the first map where you got to choose which pillars to lower and see which monster were inside them. It was a bit like Monty Hall except none of the pillars had a car!