Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

prefabs

Sign in to follow this  
This directory contains files that are small objects to be used in creating new levels. They should all be documented using the example file template.txt in this directory. Note that only certain editors can cut and paste parts of levels.

35 files

  1. Floor Demo 3

    Second revision of moving 3D floors. This time, we're using an MD3 for visual representation.

    5 downloads

       (3 reviews)

    Submitted

  2. Sector Alphabet

    Maybe the dumbest thing I've made. It's a template for mappers to copy sector letters from if they want to put some text in their map for some reason. I've recently been putting in little hints in the auto map for secrets in my maps, and I got tired of having to draw the letters, so I made this. I decided to go the full nine yards and include numbers and common symbols as well. Oh you can also run around in it and listen to a tune of old while battling Bill the Cyberdemon, but that's just if you're bored and not entirely the point.

    4 downloads

       (2 reviews)

    Submitted

  3. Trap Demonstration

    A simple demonstration for new mappers that showcases a few examples of monster traps. Includes:

    Basic door trap Basic floor trap Scroll-based teleport trap Scroll-based timed door trap Hidden floor raise trap Sound-based teleport trap Invisible wall trap Lift surprise trap

    4 downloads

       (3 reviews)

    Submitted

  4. Voxel Vehicles Pack 1.0

    This is a pack of static decorative voxel vehicles for ZDoom and GZDoom. Guaranteed to to give some life to your maps!

    Instructions: Since voxel model collisions are handled like sprite collisions, only the very center parts of the vehicles are solid initially. You have to provide additional collision areas with bridge things. To see how they are laid out on each vehicle, see the demonstration level. If you want to remove the demonstration level, just remove the maps directory from the PK3 file. The vehicles occupy DoomEd numbers 10600 through 10803.

    32 downloads

       (18 reviews)

    Submitted

  5. Floor Demo 2

    First revision of moving 3D floors. The change is that they're now proper 3D.

    11 downloads

       (10 reviews)

    Submitted

  6. Floor Demo

    A tech demo of 3D moving floors. There's still some things that I want to do to it, but as a start this is pretty neat.

    7 downloads

       (6 reviews)

    Submitted

  7. Room over the Room

    Hi all! I made a DooM II MAP on BooM configuration. This is an example, that how to place a Room over another Room in DooM format. It's just a Illusion, and here is the example!

    7 downloads

       (5 reviews)

    Submitted

  8. Heretic Conveyorbelt Script Demonstration

    An example of how to get conveyorbelt scripts running in vanilla Heretic as well as in Zdoom, Vavoom and Legacy. (Legacy in particular)

    The map is using the ALLTRIGGER linedef flag to get Legacy to run it's own conveyorbelt script. This obviously should work just as well with Boom based wads for Doom2.

    The part taken from hcount.wad by Creapis is the mechanic to get it moving. Had it not been for this wad, I would probably not have bothered to even try.

    The door is there for the sake of Zdoom, Eternity and Vavoom compatibility, where the Voodoo doll will start moving at once. In contrast to HereticP and Legacy where something will only be affected by the current after it's been made to move ever so slightly.

    The door for the gasbag is there to make sure there's no unforseen issues that spring up on different ports by having two versions of the same action execute.

    ReDoom - It's tested and works in ReDoom. But since it's still in it's infancy. (like it doesn't even have working teleporters in Heretic) it's working quite differentely. It do have voodoo dolls. But they won't travel on the conveyor belt, so it uses the gasbag instead. Once this is changed however, I have no reason to believe it wouldn't work just as well as in any other port I've tested it in.

    4 downloads

       (3 reviews)

    Submitted

  9. Horizontal Spinning Fan in Doom

    An example map which explains how a ceiling fan spinning horizontally is done under doom(2).exe.

    28 downloads

       (25 reviews)

    Submitted

  10. I WOULD LOVE TO SEE THESE USED IN A WAD FILE !!!!

    Hey!! Here are 2 wads that would be perfect for somebody who wants to create a quick wad or 2! Whether single, cooperative, or Deathmatch, this is a quick and easy way to start a level! OK!!!! I`ll be honest here, I have no problem creating wads for DOOM, but DOOM II has been a major hassle for me to start something with! I am only familiar with "DoomED The Real Thing" and I am desperately trying to figure out DEU, but for some reason I am having memory problems! (I have a 486 dx2/66 with 12mb RAM ---- You figure it out) and to put it bluntly: I WOULD LOVE TO SEE THESE USED IN A WAD FILE !!!! And all I ask is that my name is mentioned somewhere in the text file. Wait a minute, you see 4 wads here! Oh contraire, mon fraire there are only 2 wads actually here!! To see the working models of the 2, you will have to warp to level 33! YES!!! LEVEL 33 !!!!!!! The 2 working models are: DUDE_1.WAD and DUDE_2.WAD DUDE_1a.WAD and DUDE_2a.WAD are exactly the same levels, but they have been saved as level 1 !! FOR DEU PURPOSES ONLY!!!!!! Since DEU will not recognize anything past level 32!!! Come on man, HAVE A HEART!!! Implement these 2 somewhere in a cool wad that everyone can enjoy!!! I KNOW I WILL !!!! Thanks, - Dude Krueger

    6 downloads

       (5 reviews)

    Submitted

  11. Variations on a theme

    This is a set of 11 prefab rooms to put in your Doom levels. The background is that the UAC, in an effort to cut costs, constructed a standard design for the bedrooms that its employees and guests use, giving new meaning to "economies of scale". The adaptability of this design is pointed out by the 11 (count 'em) texture jobs of this room included in this wad. Remember to load the texture wad (preresor.wad) along with whatever version of the room you choose.

    8 downloads

       (7 reviews)

    Submitted

  12. Three Testing Maps

    These are levels that I made for test DeHackEd patches.

    11 downloads

       (10 reviews)

    Submitted

  13. Vanilla compatible light effects

    Vanilla compatible light effects

    9 downloads

       (7 reviews)

    Submitted

  14. Vanilla DOOM/DOOM2.exe elevators (Prefab)

    fenlift provides a BOOM style elevator (floor and ceiling move together) for the standard exe's. It is restricted to descending and is non repeatable.

    Two elevators per wad are provided, the first only has an exit and the second both an entrance and exit. fenlifta uses raised bars to prevent the player getting stuck during descent, fenliftb uses an invisible blocking linedef and is optimised to allow only one movement sound (no additional clunks).

    The elevator works by having a lowering floor inside a sector who's ceiling is lowering. By having the floors ceiling height very high and removing the upper textures the outer ceiling is drawn above the moving floor. Additional moving sectors prevent the player interfering with the ceiling and killing the illusion.

    7 downloads

       (5 reviews)

    Submitted

  15. Splitdoor for DOOM2.exe

    A door which opens in two halves, one half opening towards the ceiling the other to the floor. Both halfs appear solid with no visible split-line between the sections. Usefull for DOOM.exe/DOOM2.exe compatible maps but redundant for most ports.

    17 downloads

       (15 reviews)

    Submitted

  16. fen boi's 3d examples

    fenexam shows a simple walk under/view over passageway and a 2 level are similar a car-park (again walk under/view over) using the same technique. Doom.exe compatible, doesn't work in opengl/D3D ports.

    M_exam is the same passageway using Boom, you can shoot over this version (the other version blocks shots). Works in openGl/D3D ports.

    Z_exam works in all versions of zdoom from beta 33 onwards and provides the best implementation (the same technique gives HOM in Boom ect)

    5 downloads

       (3 reviews)

    Submitted

  17. ASSORTED SCRAPS AND LEFTOVERS

    15 downloads

       (14 reviews)

    Submitted

  18. Window over window special effect

    It's a window...you just stand there and look at it.

    9 downloads

       (8 reviews)

    Submitted

  19. SlideDoor for BooM v2.01 with DooM ][ Iwad

    I was thinking about BooM last night, and I thought of a way to make *real* sliding doors. I figured that eventually someone else would think of it, so I wanted a level out as soon as possible. Since I'm already busting my ass on two projects, I didn't have time to make a full level, so I put this together. It is a two room level, and the two rooms are connected by *real* double sliding doors. I made this level to illustrate the effect for others out there.

    9 downloads

       (7 reviews)

    Submitted

  20. monsters door.WAD

    Prefab. Kill the monsters to open the door. No matter what order. Using BOOM's scrolling effects and lines allow monster activation.

    11 downloads

       (10 reviews)

    Submitted

  21. Two-Way Sliding Door

    This is an improved version of the sliding door that uses the glass-floor effect described in Jim Flynn's Boom editing wad. The effect is quite good.

    4 downloads

       (3 reviews)

    Submitted

  22. Three-way Sliding Door

    This is a three-way hatch type door, like you see in Quake or Quake2. It opens to the left, right and down all at the same time. It uses some modified textures which can be improved.

    3 downloads

       (1 review)

    Submitted

  23. Hall 2

    This prefab consists of a straight section of hallway, a right and left turn, a T-section and an intersection. It's a space style prefab.

    5 downloads

       (2 reviews)

    Submitted

  24. Hall 1

    This prefab consists of a straight section of hallway and a right turn. By using sector rotation, you can create halls that point in any direction.

    5 downloads

       (2 reviews)

    Submitted

  25. Assorted Crates

    An assortment of crates.

    14 downloads

       (11 reviews)

    Submitted

Sign in to follow this  
  • File Reviews

    • By galileo31dos01 · Posted
      Done with these settings:   - Crispy Doom 5.2
      - Ultra-Violence
      - Continuous combined with pistol start mindset.
      - Saves every 10 minutes or so.   Important note: The wad is almost fully playable in Crispy Doom or complevel 2, but due to two inaccessible doors which are part of progress, maps 03 and 04 cannot be completed without cheats. Because of that, ZDoom is the source port to be used like the author said in the text file, or else for PRBoom+ users I suggest to use this patch file that fix them. Thanks to WH-Wilou84 for sending me it, though Alfonzo made it for this thread. Also, other specifications about what's recommended to play this wad will be described below.    This is a solid episode of mid-sized maps for those who fancy Alien Vendetta in its semi-slaughtery way. Same for its visual design, the wad features mostly a similar texture arrangement from the earlier and latest episodes from AV, ranging from techbases and industrial factories to underground caverns in a lite hellish context that gave me some nice throwbacks. It apparently includes new textures, but their purpose don't seem to stand out in any particular context, more like a complement to the stock ones, and to be honest they went unnoticed during my playthrough. I did see the blue Wolf3d texture usage as part of colour variation among other details, a modest appearance though, which was neat. If something cannot be overlooked is detailing, specifically the part that refers to "things". Users of source ports that allow to turn off infinite height will have it softer to maneuver around, because of dead trees and hanging corpses out of the FOV you can get stuck in. I understand they are part of the transition from man-made structures to more natural landscapes, yet they can be potential annoyances in later maps. It's a little slip in design, given the existence of many ports that support this wad, and regardless of the author's recommendation, not everyone is going to stick with it. Anyways, I liked the midis, they certainly fit in their maps except the one in map 04, it's a beautiful calm track but not for outdoor areas, in my opinion.    Vae Victus is only short in number of maps, but it's plagued of monsters to kill, assuming you're ready to dispatch every meat shield in the road. Difficulty is forgiving for the skilled player, there isn't much in the way of pressure or hectic encounters as long as you have your feet on the ground, literally speaking. I did notice how limited in ammo are some maps, requiring berserk usage specially from pistol starts. Also there is an oddity in the 4th map, all of the weapons minus berserk are multiplayer-only, and while you'll eventually steal the shotgun and chaingun from zombies, all of the cell packs are of no utility, which indicates the author missed to place weapons in single player. Still, what's more strange is the sheer absence of the BFG throughout the wad, not that you'll really need it. On another side, the wad is easily comparable to the two wads the author got inspiration of: the aforementioned Alien Vendetta in its design structures, hallways connected by compartments (of which resources are located and typically small intruders too), few switch/key hunts involving backtrack and mostly the kind of meaty incidental combat where you either stay and fight or escape and camp, which is up to the player's will. The mapset gets more in the vein of Deus Vult later, when the bigger areas are meant to be explored in depth, and killing everything turns a bit more time-consuming and less obligatory, besides monsters completely out of the player's aim. The penultimate map is where this wad excels, although I must admit the initial area is a chore to navigate. Nevertheless, it's a decent romp in difficulty, the skinned walls room is the first fun lock-in trap, followed by some crowd-herding in order to eliminate the primary targets. It's unfortunate that the last map is a bit of an anticlimax after the previous longer map, which could have served perfectly as a closure to the wad.    Secret-wise, if you wonder why you still haven't found any of the 13 secrets in the third map, don't worry, 10 are on top of crates the author probably forgot to untag. Maxing the map is impossible due to that, though. Outside of that, the secrets don't require much skill to find, if anything you'll be ok with humping suspicious walls, pistol starters will definitely appreciate the berserk in map 04. For favourite maps, that's hard to tell, I honestly don't have any highlight whatsoever, I liked all of the maps pretty much the same, except for the underwhelming map 07. I also wonder why they don't have names, huh...   Overall, it's fairly enjoyable in what it offers, I'd recommend it more for the casual player rather than the one looking for a new challenge, but still should deliver some relaxing grind with bits of slaughtery if you're open to it, just don't expect anything bizarre. Oh and, non-ZDoom maxers, remember to turn off autoaim to try to kill those snipers from afar in map 05, although in Crispy Doom it was still impossible to reach them :/ ... My rate is 7/10. 
    • By tib_ · Posted
      Very impressive, VERY spooky
    • By Classicgamer6 · Posted
      Valhalla is a dark industrial techbase level that almost immediately sucked me in with its bleak atmosphere and amazing ambient music. Gameplay wise this level isn't too complex with its rather simple monster encounters that in a few spots provided a fair challenge for me on Ultra Violence. My only issues with Valhalla is that there are a few spots where the detailing can impede movement and cause pressing a necessary switch to be awkward.
    • By Stale Meat · Posted
      If you could describe the general multilevel WAD of the early 90s, you would have experimental and very abstract level design and texture placement, a MIDI soundtrack of popular song covers and whatever else was readily available on the BBS networks, a handful of custom sounds and textures, and a difficulty a bit higher than base Doom, but nowhere near many of the WADs released today. All of this is present in Serenity, and it makes for a memorable and pretty fun jump back to the past and the basics.   Serenity has some pretty good effort put into it, with much of its design geared towards quality in all of its aspects. The textures are placed with care and do well to compliment the unique theme each level has. Layout is pretty solid with a healthy dose of experimenting with the various sector effects like stairs, lifts, and crushers to add variety. A few simple traps and complimentary barrel placements help emphasize a more tactical approach to each level, and a few secrets can certainly change how you can engage a future room full of bad guys by opening windows and alternate paths. There isn't much aesthetic detail beyond what is absolutely necessary, but it doesn't take away from the main focus of its gameplay.   It isn't a very difficult level set, so if you handled base Doom on UV just fine you will probably do the same here. Supplies are spread but plentiful and weapons are acquired slowly but surely through the 8 levels. Difficulty for me was fairly even, with action picking up in the last few levels in particular. This and the levels being fairly short meant that in most cases I didn't feel a worry to save more than once in a level, if at all. Enemy placement is pretty good overall, with most of the enemy types appearing early on but are often placed in ways that makes it engaging and fun to deal with most of the time. The whole WAD took a bit over an hour to finish with thorough exploring of secrets and close to full level completions.   Overall I quite enjoyed this charming throwback to the past. It was engaging yet not overly challenging and most of the levels I quite liked. A few were a little subpar, with the 7th map being the most annoying with its many doors, switches, and stairways dragging it out longer than it needed to be. But overall it is an hour well spent with gameplay that certainly holds up after all these years and some interesting level designs. If you want a fun experience of early 90's WADs, Serenity should be one of your first picks.
    • By Lane Powell · Posted
      A good, very HUGE map, plus or minus 1000 monsters depending on difficulty: the kind that can take upwards of two hours on the game clock to run through. Naturally it's not for the FDA/no-save crowd. Frankly I had to do it in multiple sittings over the course of a day, as map fatigue kept setting in. That said, and despite the fact that it largely uses the same green marble/stone and tech textures throughout, the detailing and designs manage to keep areas from feeling too samey, though personally I would have used a greater variety of textures in different areas to keep them more distinct, or at least widen the color palette a little. While most of the map takes place indoors, there are a few cool outdoor void areas (which I could've used more of, to be honest—even peeks out of windows would be nice!), some cave areas, and even a small ruins setpiece. There are many side areas and a great deal of interconnectivity (though few if any true route choices), but the pathing is very good: I never felt lost even when coming back from a break. The fact that buttons almost always acted on something close by was naturally a huge help.   Gameplay was appropriately challenging and about as varied as it could be in such a huge map, though there are a few tricks one can tell the author was especially fond of. For example, there are plenty of archviles. Luckily I'm fond of stomping archviles. On the flatly negative side I felt some areas were much too dark. Unfortunately these were often populated with stealth demons—not very clever. Also I don't know the idea behind fighting multiple Cyberdemons in a near-pitch-dark room with tons of geometry to get stuck on, but it wasn't a good one.   While there are some things I would do differently, this is all told a pretty fine map—provided you're among the intended audience of people who like trawling through huge-ass maps to begin with.
×