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

    5 downloads

    (3 reviews)

    Submitted

  2. 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.

    3 downloads

    (2 reviews)

    Submitted

  3. 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. 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.

    27 downloads

    (18 reviews)

    Submitted

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

    11 downloads

    (10 reviews)

    Submitted

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

    26 downloads

    (25 reviews)

    Submitted

  10. 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. 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. These are levels that I made for test DeHackEd patches.

    11 downloads

    (10 reviews)

    Submitted

  13. Vanilla compatible light effects

    9 downloads

    (7 reviews)

    Submitted

  14. 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. 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. 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)

    4 downloads

    (3 reviews)

    Submitted

  17. 15 downloads

    (14 reviews)

    Submitted

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

    9 downloads

    (8 reviews)

    Submitted

  19. 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. 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. 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. 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. 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. 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. An assortment of crates.

    13 downloads

    (11 reviews)

    Submitted

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  • File Reviews

    • By Dedalus 80 · Posted
      The map is a pleasant, detailed and HUGE structure.  On the other hand it is too labyrinthine and the fight are not engaging. Things I hated: two little buttons (too difficult to find) and the mice (they don't blend well in the futuristic/nightmarish setting of Doom). Things I loved: vehicles/aircraft and the wide variety of textures.   P.S. For a first map this is absolutely stunning. My compliments...    
    • By silentzorah · Posted
      Pretty solid ZDoom megawad.  Very few maps that I found poor in quality.  Challenge level is acceptable, secret levels are pretty fun.  Wished more ZDoom wads were like this.   I would have rated this five stars, but failing to credit me for the boss music in E1M9 merits four stars.
    • By The_SloVinator · Posted
      Played on UV.   The Good If you need more of a classic Dos DooM from 93, then look no further. This was done brilliantly, especially the Cyberdemon & Spider Mastermind battles.   The Bad Nothing.   In summation Don't miss on this one. Three episodes of goodness!  
    • By Summer Deep · Posted
      This is a strange mixture. A more 'hellish' and, overall, more difficult version of the maps it's based on. Nonetheless, the consistency varies widely.    I didn't die or save once in the first five levels, but then the fun starts. Level six is much tougher, with a crazy finale featuring instantly respawning arachnotrons - one of them revived itself five times before it was permanently extinguished. Level seven, based on 'Dead Simple' of course, presents an archvile-based encore which will cause most players considerable frustration.    Things then settle down again: maps 8 and 9 are not notably harder than the originals, and map 10 has plenty of health and ammo (plus two invincibility spheres). The final level is a somewhat challenging one, in which killing everything, certainly if playing on the top difficulty setting, is probably impossible, most obviously in the exit room.    This is an attractive mapset, visually pleasing and imaginative, and with generally solid gameplay. I just wish the author could have achieved a more evenly graduated  difficulty curve, and maybe toned down the occasional excesses. Overall I'd give it 4+ out of 5.   Played on UV, continuous, GLBoom+.
    • By galileo31dos01 · Posted
      Done on HMP/continuous/saves.   This is a very nice megawad dating from last 90s. It consists of moderately short maps, starting with simple compact tech/rocky layouts, extending to bigger open areas, from a forest to hellish environments as far as progression goes. In combination with standard Doom aesthetics there's a set of new good-looking and odd textures, some of them stood out to me like the suffering baron of hell, grey skulls in the icy map, the rotating spawn cube, the vines in the forest map, and the sleeping babies, that one was creepy. I must add, that lava texture is gorgeous, and the way it was used not only on the floor but behind enemies in darkness, very neat imo. There are some special effects, in earlier maps you can hear former humans dying behind walls, I guess that simulates other marines dying in combat, it basically tells the story while you're playing, really cool. And, custom sounds, for your marine and monsters, the imp's new sound was obnoxious, I liked the zombies new low voices though. Honestly, visuals and also music are the standouts, not that combat is bad but that depends on your expectations if you have never heard of this wad before.   And well, this is a megawad for relaxing combat, consistent difficulty and moderate progression. I'd say it's on par with Icarus and Evilution, probably similar to other wads of the same style, in terms of monster placement. Sounds easy? Well it is, technically, maybe much easier, but it all depends on your skills. There's not a lack of challenge, but there aren't any gotcha! moments if you exclude a few surprise archviles or some sneaky shotgunners. You usually get your weapons and ammo early, health and armor supplies aplenty, it really isn't tricky to maintain yourself far from death. Plus, monster count rarely exceeds 100, with them being mostly low-tiers. Don't be surprised if you find a BFG and don't have anything worth to use it lol.    When it comes to secrets, usually they are behind walls with a different or misaligned texture. They are generally very easy to spot and the rewards can be too very high.    Not sure which are my favourite maps, but the ones from map 10 are what I liked the most. Well map 10 is a case of nice spooky atmosphere but a feel of loneliness, because it's dark and big yet almost no monsters. The IoS map, with the boss called TCHERNOBOG, was surprisingly entertaining somehow, even if it was a bit anticlimatic before I got to his heart.    So, as an easy set, I like how it played. Probably not appealing to skilled players looking for extreme carnage or multiple traps, but if you are new to Doom and/or love vanilla gameplay, this is a candidate not to ignore. For what it provides, I consider it a success, personally talking, and so my rate is 9/10.