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Sub Category  
Files in the 'deathmatch' subdir are centered around multiplayer deathmatch games (duh!) of all kinds. Whether it's player contact lists, deathmatch wad reviews, or tips and tricks for DM, you'll find it here. Actual deathmatch wads can be found under the 'levels' directory structure.

4 files

  1. Deathmatch Warmup

    This is not a deathmatch simulator, but rather a deathmatch warmup. Many enemies that not only look like but act like players in this patch/wad. Use this when you can't find somebody or need to warm up!


       (44 reviews)


  2. Doom2 Deathmatch Training Facility

    This zipfile is a package containing documents, recordings, and a Doom2 level (wad). These are intended to help a player develop skill in agility and aim for Doom2 deathmatch, and to increase understanding of the game specifics as they apply to deathmatch.

    The main document, Manual.doc, starts with discussion of beginning skills and concepts, and moves through intermediete skill, then to advanced skill. The manual suggests certian things be practiced in the wad at specific stages of the player's development.


       (23 reviews)


  3. Heretic Deathmatch Tips

    Don't you just hate it when some guy with no life who all he does is play Heretic on his computer challenges you to a game of Heretic? "Ahh, c'mon! I'll play easy on ya! It'll be fun!". Well, I don't know because I'm the one killing, maiming, and just bustin' heads in general. I've been beat really hard at games such as Street Fighter II because I wasn't some expert on the subject. Well, time for revenge! Read this, practice, pump up and challenge that sucker to "one last game". Remember the ad where a guy and his girl are at the beach and some big jerk kicks sand in his face and takes the guy's girl? Well, you can be just like that ad. Have fun!


       (7 reviews)


  4. Jupiterian CTF

    Jupiterian CTF is a new Capture the Flag mod that will revolutionize the world of CTF on DooM. This mod contains a series of maps that have balanced and blended gameplay, and will make for some intense matches for you and your friends.


       (19 reviews)


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  • File Reviews

    • By whirledtsar · Posted
      The texturing and detailing are pretty good but the map is very cramped. You'll frequently get stuck on little details or want to pass through spots only find there's just barely too little room, which is frustrating. Ammo is quite low, so you'll have to think carefully about how you use it. Which isn't a bad thing at all, it's a different experience than usual. There are a few new sounds (replacing the pistol, shotgun, and chaingun noises), all of which sound absolutely terrible. Overall though, the experience is okay. It's a short but moderately challenging map that will take a few tries to complete and isn't a waste of 10-15 minutes.
    • By SuperArjunaButt · Posted
      Overall, good job!  Thanks Josh for making this and giving me a shoutout in the credits.     I played this on HMP, continuous, and with GZDoom.  This WAD certainly hits a lot of the same (awesome) notes of Doom E1 without getting too close to the originals, and I think improves the final fight in E1M8.  It would get a 5 star rating except for two overall problems:   --There are decent stretches of map with a lot of the same wall texture  The opening area in E1M1 and the exterior wall in E1M5 are examples of this.   --In E1M6 and 7, there are a few hallways where it looks like I was supposed to approach from the other direction, and the monsters were either set to Ambush or behind two sound blocking walls.  Maybe split the orientations next time so half the monsters are facing one exit and half are facing the other way.   This WAD is definitely worth the time to play through, and it ends the way E1 should have ended.
    • By HAK3180 · Posted
      I played on Hurt Me Plenty, continuous.   What I Did Not Like - A few alignment issues - I encountered a couple very odd bugs - Secrets were very easy, even simplistic at times - I found "Mouse-look encouraged" to be inaccurate. It's definitely necessary to max, and I'm almost positive necessary to beat a few maps (shootable switches). Still, I only used it like five times the entire megawad. - Some areas underdetailed - long stretches of same texture  - A relatively weak set of maps in about the low to mid 20s - Props for custom music all the way through, but I found it a little repetitive and indistinct - A noticeable number (but not a noticeable percentage) of barons of hell that were used somewhat annoyingly (grind) - Map 32 gets a pass because it's bonus material, but I didn't like it at all   What I Did Like - Everything else - The fact that everything in "What I Did Not Like" is basically a nitpick - Awesome level design and flow in most cases - Brilliant visuals all the way through - Advanced elements used well, rather than just shoving ZDoomisms in my face for the heck of it - Fair and challenging gameplay - the borderline slaughter situations were well done   Other Observations - The ammo crisis basically disappeared once I got the first backpack. From that point on, I basically always had 600 cells. That may also explain why I thought a few later maps were underwhelming. Perhaps I'll replay with pistol starts. - I particularly enjoyed the maps that were more or less "cities." - This is among my favorite Doom things ever.  
    • By Walter confetti · Posted
      It's a ok house level for it's age, looks like to have a cool layout for dm