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prefabs

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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.

    30 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.

    27 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

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  • File Reviews

    • By Myst.Haruko · Posted
      Typical newbie's first map. It has weirdly placed textures, randomly placed monsters and claustrophobic layout. Two stars for some action and exit place. 
    • By Player Lin · Posted
      To me, this is yet other E1 style full-episode, it's plays good, not too bad, just like the original E1 but getting lost so easily. And unless you're doing Pistol-start or your ammo will be TOO MUCH, well, it's not author's fault as id did the same shit on the original E1 too, but on 2013 it may just a little awkward.   Most of levels just plays like typical E1 levels, nothing too special but for those who like the E1 should like this too, unless "getting lost/multi-ways" is not something you like...for me, I just do "sv_fastweapons 1" after E1M9 beaten, shame on me, I know, but that's why E1 style just too easily to fall into a boring monsters-killing-fest if nothing so special, and until E1M8, I didn't see any of them so special...maybe some secrets...:\   Overall, I would say it's fine E1 episode replacement, for those who love this kind of levels.
    • By Meril · Posted
      Old map from 95. Not really intresting design, but I didn't find any wrong alignments homs or whatever. Monster placment is ok. Except one room cramped with trees and mass of hitscanners without any cover. Progression is very confusing, you may find some unintended shortcuts which confuses even more. 
    • By GuyNamedErick · Posted
      Akimbo weapons are nothing new but it is nice to see the Doom weapon line-up to be duel-wielded. Maps that are tight on ammo can be a problem and the secondary fire modes are rather underwhelming, with some being straight-up worse than if you shoot normally. Otherwise, it's a fun mod.
    • By Player Lin · Posted
      Classic style, plays so id feel, good and bad designs too, since it was designed for the DTWID project and then rejected. Impossible to get 100% kills because a monster cannot get teleport out with 1-time only teleport line...   If you like the old-school id style, this one is for you, if you're not, well, maybe give it a try if you don't really hate id levels.
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