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deathtag

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The levels in this directory are made for DEATHTAG, a method of designing where 2-on-2 teams are required and teamwork is required to score a certain amount of points to win the game. Frags are not the objective of these levels. If you need help or wish to participate in the design of future deathtag levels, you can contact aikman@onramp.net or cewessel@aol.com.

27 files

  1. Jailbreak 0 - Example WAD

    To start off, I actually made this in mid-January 2004, but I never decided to do something with it until now. Anyway, this is basically an example WAD showing off an alternative type of Deathtag which only uses doom2.exe limits, which is somewhat similar to a Jailbreak sort of system, I guess.

    10 downloads

       (2 reviews)

    Submitted

  2. SQUIRREL TAG 1

    Inspired by Talon & Aikman's "Ultimate Deathtag", this map is basically Capture the Flag for DOOM2. Two teams of two players compete to be the first to score 5 points (explained below). Like DeathTag, the score is tallied within the map itself, and is displayed in various places throughout the map and in both castles.

    Four players are required, since the game is played with 2 teams (red vs. blue) of 2 players each.

    *** Read DEATHTAG RULES, below ***

    8 downloads

       (2 reviews)

    Submitted

  3. BEHEMOTH'S DEATHTAG for DOOM2

    Add this one to the pile of DeathTag wads out there! This is my first DeathTag wad but it is decent. As usual, the first team to score five points will gain access to the final switch that will win them the game. Lava and other obstacles, not to mention the other team, will make your advance more challenging.

    9 downloads

       (2 reviews)

    Submitted

  4. Godless Tag A Berry Creek Software Production

    DeathTag is an awesome concept. You work as a team to score points while still having an intense DeathMatch going. But no one made DeathTag levels for Old DM except for Judas 22, and in that level, all you had to do was make sure you always had the RL and the other team would never score. Hopefully, this level manages to combine the best of Old DM carnage and DeathTag playability. It's been beta tested a few times, but I would have liked more. At any rate, I still expect any of you DeathTag players still out there will find this a pretty intense level. If you're still in doubt, go to the web site above and check out the preview of this level to get a feel for the scoring procedure.

    5 downloads

       (0 reviews)

    Submitted

  5. Mountain King Version 2.0

    /How to Play Mountain King is a wad based on a new idea similar to the Capture the flag concept. I'm Sure you all have seen the DethTag Series and various spin off's, but this wad is a LOT different. No annoying Rad Suits to wait for, No long lava pits or skull Posts to read the score. MK features a live scoreboard that displays each players total points (green, indigo, red, brown, red team, and blue team) The object of the game is to score 5 points and then proceed to the Final scoring pod where a player will win the game. * There is a Large mountain to scale, once at the top you must lower a floor by hitting the down switch and get inside your scoring pod. If you get killed while the floor is lowering, your enemy can raise it back up with the Up switch. * Once you have scored 5 points, then your goal is to get to the final scoring area (west on the map) and locate your final score switch. Once you enter the final scoring area, a sign will appear that says "Look Out!!" Warning the other players that somebody is about the win the game. * If you are successful in scoring the final point then the exit will become available. * Its a simple concept, no strange switches to find or wierd traps to overcome. To see more how the game is actually played, load the wad and watch the 1st demo. In this demo there is a 2 player game on Map04. (See below for more details on the differences between maps 1-4)

    7 downloads

       (1 review)

    Submitted

  6. Glorytag

    With emphasis on detail, this wad was painfully constructed over a period of months and was the cause of MUCH frustration for the authors. If you dont think this wad is a monster, then you are sick in the head and should have your ass thrown right out of the stadium.

    5 downloads

       (0 reviews)

    Submitted

  7. Dread Tag

    5 downloads

       (0 reviews)

    Submitted

       (0 reviews)

    Submitted

  8. GladTag!

    Deathtag only better, or at least thats what i think. Pretty good, with a central place with tons of weapons, and two sides, and an easy to understand setup. _______________________________________________

    7 downloads

       (2 reviews)

    Submitted

  9. DOGTAG: Team play for Doom ][

    Team game that works within Doom ]['s current architecture. Deathtag requires that a team score 5 points to win (score is tallied WITHIN the map).

    10 downloads

       (5 reviews)

    Submitted

  10. Run to Death for DOOM ][ Deathmatch

    Run2deth.wad is a Deathmatch / Death Tag Game. See Instructions below. Supports Deathmatch only

    7 downloads

       (1 review)

    Submitted

  11. RamTag 3 Deadly Xposure

    5 downloads

       (0 reviews)

    Submitted

  12. DWANGO Tag 1

    This is a compilation of the best Death Tag levels I could find. In it there are new sounds, music, graphics and nine levels of tag-filled fun. I have included all of the rules on how to play each level. So please read HELP.TXT, or you will be lost.

    6 downloads

       (1 review)

    Submitted

  13. HEXEN_TAG

    Simple Hexen tag level.

    6 downloads

       (0 reviews)

    Submitted

  14. 3 Guyz With Gunz, 2.1 - released 12-12-95

    Set the mood here. OK, the mood, as always is grumpy. :) 3 player Death Tag, with a twist. Try setting it to co-op play, but play it as if it were an everyone-for-themselves Death Tag (this is where the twist comes in, HINT: kill the zombies!). R00lz.txt should be read as otherwise, you may find yourself to be incredibly confused and frustrated. The r00lz may not reduce your confusion or frustration at first, but they may help in understanding as time goes on. Hope hope hope. :-)

    6 downloads

       (1 review)

    Submitted

  15. mtnpatch.zip

    This is a Patch for the MTN_KING.WAD. There was a error on map02 and Map04. This is for anybody who downloaded a previous version of Mountain King.wad. If you have the file called MTN_KING.WAD you have the obsolete version, get the patch and fix it.

    Well, Sorry guys. I had so many people wanting this thing to get released, we overlooked a bug on Map02. Unfortunatally, Its a BIG bug. In the 1st version, The blue team could not win the game becuase their floor would not lower giving them access to their final score pod. One Stinkin Linedef... Anyhow, here is the patch for Map02. This patch will copy everything from your old MTN_KING.WAD and create the new MOUNTKNG.WAD. If you see somebody with the old version (mtn_king.wad) tell em where to get the patch.

    5 downloads

       (0 reviews)

    Submitted

  16. Judas (DOOM ][ Deathmatch)

    Judas22.wad is a fast-paced DEATHTAG level designed for play using ORIGINAL (v1.0) Deathmatch Rules.

    7 downloads

       (0 reviews)

    Submitted

  17. DETHTAG: Revolutionary Team play for Doom ][

    Totally new team game that works within Doom ]['s current architecture. Deathtag requires that a team score 5 (score is tallied WITHIN the map), and once a team scores 5 points, you can exit or reset the level and start again.. perfect for matches of more than one game.

    5 downloads

       (0 reviews)

    Submitted

  18. Dethtag ][: Warzone (WARZONE.WAD)

    5 downloads

       (0 reviews)

    Submitted

  19. DOOMSDAY DeathTAG v2.3

    Deathtag only better, or at least thats what i think. Perty good, with a central place with tons of weapons, and two forts, and a new way to defend the switches.
    NOTE: BFGS are VERY legal in DDAYTAG. I say this cuz my local Dooming BBS shuns all who use that dang BFG. but in this game it is good.

    8 downloads

       (2 reviews)

    Submitted

  20. MEGA-TAG I == DEATHTAG WAD FOR DOOM ][, Map 01

    This is my First DEATH-TAG level...hope you like it. The two teams are RED & GREEN, (You will see why). One FORT is GREEN, the other is RED, each FORT is surrounded by either blood or nukage...ouch!

    5 downloads

       (0 reviews)

    Submitted

  21. Death Team

    This is a deathtag deathmatch game. You have two teams - Blue and Red. The GREEN and GREY (indigo) players form the blue team, the BROWN and RED players form the red team.

    8 downloads

       (3 reviews)

    Submitted

  22. WATER DeathTAG v0.9 (as always, i am not sure until i play it with fragies)

    Deathtag in a Port bass! Damn, this wad took me long to make.. well, for starters, i had to master the deep water/false floor effect..hard.. Then i had to learn how to make this wad capatable with DEATHMATCH. I have a feeling this wad will be played alot. well i hope.. this took me long enough.. after doing this wad i feel like never making one again.. but then, that's a lie.. P.S. toward the begining of school i became too anctious and stoped aligning textures.. don't worry.. it's only a few. PLEASE READ WRULES.TXT!! _______________________________________________

    8 downloads

       (3 reviews)

    Submitted

  23. utagdemo.zip

    5 downloads

       (0 reviews)

    Submitted

  24. SCHOOL.WAD v 1.0 <finnaly can press switch, i hope>

    School Dethtag!! Elementary school has never been soo exciting! This wad can only be used as described in the RULES.TXT. I have tried to put many features in the wad to give you the feel of being a young elementary kid again, like the heights of things, and even the cheap tile textured walls provide youthfulness. You'll even like the music..hehe step into the class room and watch your teacher dangle above her desk before your very eyes.. oh man, this is torcher just writing this.. I WANT TO DETHTAG NOW!!!

    13 downloads

       (8 reviews)

    Submitted

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  • File Reviews

    • By galileo31dos01 · Posted
      Done with these settings:   - GLBoom+ 2.5.1.4. complevel 9
      - Ultra-Violence
      - Continuous combined with pistol start mindset.
      - Saves every 10 minutes or so.   This is a slightly improved sequel of a mediocre megawad. It has no story whatsoever, not that it needs one, it's practically designed without an overarching theme and focused on Boom compatibility, something that the prequel didn't communicate very well. Although you rarely see tricks like conveyors and silent teleports put to specific purposes, they're mostly for the atmosphere. A couple of maps use custom colormaps in particular setpieces. One is to simulate immersion in toxic, and the other in blood, or perhaps portals to hell?. Anyway, Community Chest 2 has some nice visuals using stock textures. While not every map looks great, a bunch are simply awe-inspiring because of the author's creativity. I dig the idea in "Death Mountain", the sinuous terrain with mounds everywhere is very neat, as it's theoretically a mountain floating in the air. My only gripe is the trees are placed to get stuck in. Other locations are plain techbases, brown caverns, wooden complexes, Inferno-styled hell and unknown places. Most of the music available are tracks from other wads and games, with only one self-made piece for map 24 by the same author, an amazing melody by the way. I would suggest to add your own tracks for the maps lacking them, for a stronger experience if it helps.   For those who have played the prequel first, and I'm sure everyone did, there are quite a few familiar names to be found, some of which contributed with more than one map. Gene Bird cooked around five for example, evoking a conservative "rooms with monsters" 90's style. His maps don't vary in any aspect to each other, nor to his previous works in Community Chest 1 unfortunately, but they blend well enough with the tone of the mapset. The first map is already by Erik Alm in his well-known Scythe fashion. Then we have individual entries from Andy Leaver, Kaiser and Use3d, the latter came as an improvement to be honest. On the other hand, a big portion of the people involved were completely new to me, and that's when I had to expect the unexpected, sort of. I'd say the maps had their ups and downs, generally enjoyable if some exceptions. They were also organized in a very random way, but that's no news. Just like a traditional community project, this megawad features a wide range of concepts, layouts, and forms to entertain the player, for better or worse. Fans of old-school and/or adventure maps will be delighted, as there are a lot of them in all sizes and difficulties, even several inspired by the original Doom levels. The obvious standout is "The Mucus Flow", a brutal map that can only be understood with patience and dedication, mostly the former one, and heavy chainsaw practicing. Besides, its curvy "mint-chocolate" design is beautiful and unique, or used to be, since tons of future releases found inspiration from it (e.g. Speed of Doom). A shame it has glitches in the sky. There are other remarkable moments to be experienced, such as to explore a city in depth to figure out the secret exit, or to fall in a sequence of fake exits that only exposes you in circles of chaingunners. I'm not sure how others will take it, but I couldn't hold my laugh after the second time.   Secret-wise, the first thing to know is that PRBoom users need to activate the "Linedefs w/o tags apply locally" option to enable access to some ZDoom-only secrets in maps 06 and 24. There is also a secret in map 20 that requires an archvile jump, but it's not possible to reach it outside of ZDoom versions. Other than those, hope your sense of exploration is wide awake, as there is plenty to locate and highly appreciate. I'm thinking of the standout map, of course. For favourite maps I will pick 19, 24, 27, and 31. Some others like 06, 13, 23 and 32 were entertaining for the most part, but not convincing as a whole. The rest range from good to dull or tedious, like the final map.    Overall, it's certainly an upgrade in quality, and I'm inclined to believe the successors are much better. Still, it's nice to traverse the history of the community chest projects. If you and I share similar tastes, then you'll probably find content to enjoy here, and if not, well, skip the unnecessary. My rate is 6/10.  
    • By tempdecal.wad · Posted
      It's bad because it's hard.
    • By Nems · Posted
      Should have been called "Doom 64 for Boom".   I really wanted to like this more. I mean, I do like it but I feel like the gripes I have regarding it just bring my overall rating for it down too much.   It was interesting to see how, at first, the authors recreated the Doom 64 levels in Doom 2 with just vanilla assets. You can still see some of that in the Boom levels like how revenants and arch-viles are used in place of where traps where. That was an interesting touch and I liked that.   As I got further into it though and more of the Boom tricks were used my thoughts wandered from "hey this is a nice vanilla interpretation" to "man I could be playing Doom 64 EX or Doom 64 Retribution". I really wish they would have stuck with vanilla constraints for this reinterpretation. I would have liked to see how they would have handed nightmare monster placement (would a nightmare imp be worth two imps or three, for example). I feel like using Boom and DeHacked cheapened the experience, like they were trying to replicate Doom 64 as close as possible rather than doing a vanilla Doom (2) interpretation.   Additionally, map 30 can fuck right the hell off with that puzzle bullshit.   Anyway, if you don't mind any of the complaints I made, you'll likely have fun with this. I got some fun out of this as well but to me it feels like it's trying to be exactly like Doom 64 rather than simply a vanilla Doom 2 interpretation of Doom 64. In trying to be exactly like Doom 64, it just makes me want to play that more than this.
    • By Marlamir · Posted
      Pretty good. The combat was fun and design wasn't bad at all.
    • By Meril · Posted
      Despite its age, nice details and well designed. Way how blue key is hidden is really clever. But map is dark and cramped. Enemies are only imps and hitscanners.
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