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17 files

  1. Star Trek Sounds

    Star Trek Sounds for DooM!! Play as Captain Jean Luc Picard in HELL!

    9 downloads

       (7 reviews)

    Submitted

  2. STARSHP1.WAD

    The Story: After a routine period of diplomatic negotiations, you beam back aboard your starship only to find a body in the transporter room, and shotguns and shells all over the place!!! A quick scan of the console reveals your ship is under control of some wicked monstrosities from the south side of hell! Their course straight to earth, with all weapons locked on!

    Can you make it to the bridge and stop the ship from its destructive mission?

    14 downloads

       (3 reviews)

    Submitted

  3. NCC1701.wad

    - Ncc1701.wad uses over 300 new bitmaps, 55 sound effects, and a dozen new level-maps to depict the look and feel of Star Trek (the original series and the Next Generation). This file will also replace the sprites for seven of the eight Doom2 weapons, as well as the "player 1" sprite, the "former human", "former sergeant", "chaingun soldier", and many of the items and scenery.

    - In creating this Star Trek theme for DOOM, my original "vision" was limited to simply recreating the Starships from the various TV shows, reproducing the look and feel of the shows using Bitmaps and Sound FX. I only created three different levels, and it has occurred to me that a crucial aspect of "Star Trek" is missing from my wadfile. (ie: the variety that comes with visiting a different planet each episode). It didn't seem enough for me to just re-create the various TV sets as "walk-throughs-with-monsters", without somehow addressing the "serial" nature of the Star Trek genre.

    So, then I redesigned my WAD under the following premise: a small-sized version of the Enterprise could be created, and carried through from one level to the next, with different "level-maps" connected to the Enterprise via the transporter room. The player would become familiar with the Starship Enterprise after just a few levels, but the variety comes from having a different "adventure" connected to that same Starship on each level.

    In this wad, the Enterprise changes very little from one level to the next, but in each level the "planet" is different; just go to the transporter room and "beam down" to the area of the map that DOES change from level to level.

    In deathmatch games, the battles tend to center around the different "planet" areas; since the player will always rematerialize on the "ship", he/she can grab a few weapons & supplies before hitting the "transporter room" to rejoin the fight. (This adds a unique strategic element to the game as well, since players can be prepared before rejoining a dangerous situation.)

    6 downloads

       (1 review)

    Submitted

  4. Deck01.wad

    - A deathmatch on Deck01 of the Starship Enterprise NCC1701-D.

    - This file is a "demo" of a larger wad that I made for Doom2 called "ncc1701.wad". Ncc1701.wad uses over 300 new bitmaps, 55 sound effects, and a dozen new level-maps to depict the look and feel of "Star Trek" (it is a 2.8Meg download...)

    Since people are often reluctant to download such a large file without first knowing what they will be getting, I have prepared this "demo" to give users an idea of what my "total conversion" is all about.

    - Actually, I had a lot that I wanted to show off in this "demo" wad; but in the end I thought it would be best to "think small" and to just reproduce ONE setting from the TV shows, that would be the most familiar to as many people as possible.

    Since the bridge of the Enterprise-D was probably the most well-used set in all of Star Trek (it was certainly the most "photographed"), most people already know what it is supposed to look like. I thought that would make it a perfect choice for a "demo".

    5 downloads

       (1 review)

    Submitted

  5. Klingon DOOM v1.02

    This heavily modified WAD is Star Trek with a twist. In it, you are a Klingon, fighting against Federation officers {enemy pics not yet done} and Klingon traitors. A variety of assault weapons await you. This WAD also contains 5 new levels.

    21 downloads

       (6 reviews)

    Submitted

  6. PHASERS.wad

    Use this file with any DOOM2 map for Star Trek style weapons and a "Mr. Spock" player sprite.

    - Phasers.wad uses over 50 new bitmaps, and a dozen sound effects to relpace seven of the eight Doom2 weapons with phasers from STAR TREK.

    - The file will also replace the sprites for "player 1" and the "former human".

    6 downloads

       (2 reviews)

    Submitted

  7. STRTRK2

    This level is meant to be an actual combat zone aboard the Enterprise NCC-1701D. Most Enterprise levels are either all-tour zone and no fighting, or vice-versa. This is both. I've included(and imported) some interesting weapons, including a lightsaber, pulse rifle, and and the Series 4 D-Atomizer from Men in Black.The level contains the Brigde, Battle Bridge, Engineering, 10-Forward, Sick Bay, Transporter Room, Crew Quarters, and the Shuttle bay (don't step outside!). Many Thanks To :Dave Humphrey, Claude Martins

    6 downloads

       (2 reviews)

    Submitted

  8. Incident at Starbase 21

    The beginning of what will be a Star Trek (original series) total conversion. Created on a Macintosh.

    4 downloads

       (1 review)

    Submitted

  9. Trek

    2 downloads

       (0 reviews)

    Submitted

  10. of Game treknut

    3 downloads

       (0 reviews)

    Submitted

  11. albtrek.zip

    It replaces the voices to most of the sounds in DOOM or DOOM2. Basically, you are Scotty, and every one else (inluding Jim Kirk and Bones McCoy) is after you!

    5 downloads

       (3 reviews)

    Submitted

  12. NCC-1701-E (Nova Class) for DOOM II

    This level was modeled around the Starship Enterprise NCC-1701-D. It was built around multi-player mode of play but is a VERY challenging and exciting level for one player as well. This level was released Jan 22, 1996, even though it's still not finished. As soon as Quake is released, we figure DOOM will be a thing of the past, and we'll be able to build bigger and better levels for Quake.

    13 downloads

       (3 reviews)

    Submitted

  13. STARTREK.WAD

    This Wad is for DOOM ][ only. Based on the Startrek TNG TV series, it includes all new grafix and sounds and is designed loosely around the configuration of the NCC-1701D Enterprise. We'd like to think that it's almost like being there. I started it because I wanted to have some kind of focus for my next wad, so being a Startrek fan I thought that would be a good idea. It was NEVER originally supposed to be as huge a progect as it turned out to be, but every time I worked on it I thought of another cool idea for it (grin).

    It has been designed from the beginning with Deathmatch

    55 downloads

       (12 reviews)

    Submitted

  14. STRTRK

    This is a WAD of the starship NCC-1701D, otherwise known as the ENTERPRISE on STAR TREK: The Next Generation. It can be played as a normal wad, but is mostly meant as a 'tour' of the EnterPrise. It is not totally finished, and will never be unless someone else finishes it for me. I just added some monsters, and 'cleaned' some things up so it could be released. It presently contains the Brigde, the Battle Bridge, Engineering, 10-Forward, Sick Bay, a Transporter Room, a Crew Quarter, and a Cargo Bay as well as some hallways. It is approximately 1/6 the size of Deck 8 of the Enterprise, the center and largest deck of the Enterprise. Any comments/suggestions/praise on an awesome WAD..:), email me.

    5 downloads

       (0 reviews)

    Submitted

  15. Star Trek - Doom Invasion

    Stardate 46154.2

    Captain Picard recording:

    The Enterprise (NCC-1701-D) has been attacked by aliens from a group called the Underworld Alliance. They surrounded the ship with a nebula-like energy cloud rendering our phasers and photons useless. A boarding party came aboard next. After a fierce firefight, the crew has been forced to abandon ship. We managed to shutdown the warp core prior to leaving the ship, however, I must accept responsibility for not initiating the self-destruct sequence before the Aliens gained control of the Engineering and Bridge sections. The ship is adrift in the Velera system.

    Just before Lt. Commander Data departed the ship, he reported the aliens had begun to modify the ship, converting it to what he theorized was more like their homeworld. This was mainly in the lower decks and engineering compartments.

    Starfleet has authorized the use of "whatever means necessary" to remove the aliens from the ship and regain control. A new group of elite Starfleet Commandos (THAT'S YOU) has just arrived and are going to attempt to retake the ship. If they are unble to, we will be forced to destroy the Enterprise.

    Sensor analysis indicates the aliens are not vulnerable to phaser fire, but that they can be killed by more crude means, namely projectile weapons, rockets, and phased plasma energy patterned after the Ghym'Hadar. Due to the shielding placed by the aliens, transporting will be difficult. Chief O'Brien, just arrived from Deep Space Nine, states that inanimate objects may rematerialize in various parts of the ship. So, even if the Commandos are fully loaded, they may have to hunt for their weaponry once aboard the Enterprise.

    The Commandos have one hour to retake the ship before I must order its destruction. Repeated efforts at communication haved failed and Counselor Troi has sensed only "pure evil" from the ship.

    Good luck! And remember the clock is ticking!

    14 downloads

       (7 reviews)

    Submitted

  16. Star Trek - Doom Invasion

    10 downloads

       (6 reviews)

    Submitted

  17. Security to the Bidet!

    SECURITY TO THE BIDET! Jean Luc is

    nowhere to be seen, the security team

    was toasted hours ago and Deanna Troi

    has a headache. Just why the Enterprise

    is crawling with Imps and Cacodemons,

    no-one knows. They should be aliens

    with latex on their foreheads and noses,

    but alas, we make do.



    You are Ensign Wesley Crusher - your

    mother was on planet leave when _strange_

    things started to happen. Data got a life,

    Lwaxana became a nun, the security team

    came back from planetside intact, Worf

    came out of the closet, Riker _didn't_

    scam on some babe and Tasha Yar came back

    from the dead ... again. Ya-know, it's the

    little things that give it away. It's

    gonna be a tough day.

    Set phasers to rotisserie and report to

    transporter room three on the double. You

    must join your mum before _you_ get toasted

    and the Enterprise gets a parking ticket.

    Just look out for Q in a very special guest

    appearance in engineering!

    11 downloads

       (7 reviews)

    Submitted

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  • File Reviews

    • By PsychEyeball · Posted
      One of the earliest community projects to be compiled, Community Chest is a 32-map joint effort from many mappers in 2003. The rules: use only stock textures. The sky is the only limit. (Ok, or Boom's engine limits)   This WAD is a good time capsule to be reminded of what the Doom community was cooking in the time, but for many, including myself, it will not be a good Doom experience. These maps have not aged gracefully for the most part and favor long, sprawling and obtuse switch hunts where the goal is figuring out what exactly the author of the map wants you to do. With a few exceptions, the combat doesn't pop in a satisfying way and when it brings up the heat, it oftens does in an unfair manner.   The number one negative of this WAD is that maps are often way too long and outlast their welcome. It feels as if many mappers wanted to deliver their magnum opus and go for the giant, epic level with many different paths and things to do, but sadly, these levels do not know when to quit and they progressively get more and more aggravating. Use3D (Maps 12, 13), Kaiser (Maps 10, 15, 26) and Sphagne (Maps 21, 23, 27) are likely the prime offenders of this rule, the latter of which also loves to include extreme resource depravation to the mix to make the proceedings even longer than they need to be.    Unfortunately, not even the smaller maps can lift the WAD above mediocrity for a single reason: a lot of the smaller maps fail to leave any kind of impression to the player, as they are a little too by the numbers and forgettable. Most of Bad Bob's output feels interchangeable (Maps 4, 8, 9), I can't remember anything about Alex Parsons' levels apart from them being short (Maps 3, 11) and Gene Bird's maps, while mostly inoffensive, look outright primitive even for 2003 (Maps 7, 32, 19, 28). This would be forgiven if the levels had good action, but the encounter design mostly feel random and scattershot, killing any chance they will stick in your memory for a good reason.   Sometimes, the WAD decides to get a little more quirky and maps decide to do their own thing. This leads to either successful moments or disaster. Ultimate Doomer's map 1 might be the single worst way to start a megawad, leading you on a mostly pistol-only journey where one will be expected to pistol cacodemons and mancubi to death. In Map 20, the purpose of invading a demon base to plant a bomb and escape in 2 minutes is very tantalizing, but Ultimate Doomer's random use of voodoo dolls standing around the base partially ruin what could have been a great level. Metabolist offers the finest slice of action in the whole WAD, filling up a micro-map with no less than a demon army. (Map 14) The proceedings only take about 3 minutes, but the carnage leaves you refreshed. Archvile46 offers the most explosive map opening in the WAD (Map 25), but the infinitely tall monsters make this first fight utterly miserable to get your footing on, all while having minimal weaponry and ammo. Elsewhere, Thomas van der Velden goes for a more charming approach, with a laid back romp through a quaint and nicely decored police station (Map 2) and a cordial Icon of Sin fight with a cute gimmick (Map 30). Magikal (RIP) serves us Map 6, which is more of a "puzzle" map. However, the solution to most of the "puzzles" revolves around pushing everything until something happens, then find out what happened.   Speaking of Magikal, we now have to adress the elephant in the room: Map 29 - Citadel At The Edge of Eternity.   Many maps in CC1 try to be a magnum opus and fail miserably. However, this map is 100% deserving of the moniker; this is a painstakingly crafted level which is gargatuan, breathtaking, and also completely infuriating. No part of Citadel is obvious or easy; you're thrown in a world where most of Doom's rules don't apply. Anything can be a switch leading toward the next step and the encounters are brutal, especially on a pistol start. The citadel and the outer mountains are full of monsters who will constantly hound you no matter where you are outside. Revenants hide inside guard towers spread all over the citadel. Highlights of the map involve: a giant tunnel with stealthy chaingunner hideouts, a daring strafe-run sequence where you must run amok the entire side rempart, the agonizingly slow elevator puzzle room and the impressive, yet buggy 3D bridges that spiral upon themselves. The most impressive combat showcase happens once you use the red key: you're set upon the bottom of a massive fortress rempart filled with countless hitscanners while sideways cages of hell knights and revenants pelt you with projectiles. It's like fighting a major war all on your own and even if you had super weapons (which you won't have on a pistol start) they'd be useless against the fortifications the demons have set. Progress in this map is often glacial, with you having to give your all to gain every inch and it'll often come to a complete halt as you're stuck figuring out what the next step is. Like in Map 6, Magikal has many diabolical "puzzles" that will leave you scratch your head pondering how would anyone find this naturally. It took me almost 4 hours to beat this map on my first try on UV difficulty, with gratuitous saving and reloading. By the time I was done, I was tired, exhausted and filled with a certain form of impotent nerd rage as I was pondering what the hell I just played. I can't help but be amazed at what Magikal accomplished, as this map is definitely a one of a kind that no one has come close to match in terms of overall scope (Eviternity 2's MAP 36 might be the closest sibling this map has). On the other, I didn't enjoy playing most of this map and I can't imagine anyone will enjoy it either.   So in the end, many of CC's maps are unecessarily bloated, some are featureless and in this 32-map pack, I can say I liked about 6 maps in total. Many of these maps have a certain hustle that warrant respect, but respect doesn't always translate to fun gameplay. If you like your maps to be on the exploratory side, you will likely find something to like in this map pack as many maps fill this bill. But the action in this WAD is either turgid or way overclocked for the common Doom player. Approach at your own risk.
    • By video_ouija · Posted
      Simply put, masterpiece.
    • By Cruduxy Pegg · Posted
      This wad is different from any other mapset you'll play. some maps are very good with gimmicks and creativity you won't find in other mapsets.. other mapsets are  the most annoying puzzle hunts in gigantic maps you'll ever see as well. actually the bigger maps were usually easier to finish quickly than smaller ones, the small ones were usually padded to high heaven with stupid progression, keys and annoying as hell build the stairs switch hunts. If you want to play it I highly recommend just using a guide or cheat using doom builder as the dumbest puzzles in this wad are usually switches you don't even know exist (like an x on a random wall on a gigantic castle to continue).   I didn't play this mapset to the end either, the last third of this mapset is very annoying and I only enjoyed like 2 of those maps before quitting on that almightly annoying map26 which goes on and on and when you think you finally found the exit it takes you to a trip in time to what seems like a re-imagination of the most annoying map in Enigma (I don't hate Flynn's maps, actually I like his master levels and a lot of maps in engima).   Sadly I didn't get to experience the legendary reputations of map27 and 30 but I don't think I want to even try.   Note: This isn't the first time I played the first half of this mapset, previously it was in multiplayer and it was still very annoying to play and most players gave up in the last third of this as well.
    • By costadevale · Posted
      It may not have that "id essence" the original DTWID has, but it has a level of abstractness that I really like. Kind of like a 1994 wad, but miles more polished. This is not "below amateurish". RIP phobosdeimos1.
    • By Walter confetti · Posted
      What a cute small level, a little relic from 30 years ago! This map is not perfect, i know, but it's a fun small map (except for the asshole-ish secret spider placement) with many new graphics and a silly jazz tune that i heard already but i don't remember the title. There's a Doom 2 version of this map? I remember the greetings graffiti at the end of this map used elsewhere, It was such a nice touch that i did the same thing in one of my early maps (We Are 183 iirc)
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