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These files are for use only with Skulltag. See http://www.doomworld.com/skulltag for further details.

177 files

  1. Vertigone

    This is my second oldest surviving map that I still have, and my very first DM map ever. However, the gameplay and layout are pretty awful, so I wouldn't really even bother playing it. I uploaded it for nostalgia reasons, I suppose.

    (Note from Mechadon from the future!! I decided to upload this while updating some other releases in the archive. I'm really only uploading it for, uh, 'historical' reasons. You should never play this map, at least not seriously :P )

    22 downloads

       (8 reviews)

    Submitted

  2. Yume Nikki deathmatch V1

    Play in the surreal world of yume nikki, in 3d!

    153 downloads

       (11 reviews)

    Submitted

  3. SpaceDM9

    SpaceDM9 is a set of smooth-flowing deathmatch maps with a combined focus on open-ended gameplay, grand architecture, and unique, modern settings. Built for the Skulltag engine, these levels are designed to take full advantage of the ZDoom software renderer and UDMF editing features.

    This wad is, at the time of this writing, not compatible with OpenGL rendering. Use software, or stuff's not going to render right! Seriously!

    (I know no one reads text files and people will try playing it in GL anyway. But seriously, come on, guys.)

    (Don't try playing it in ZDoom, either. The jump physics are different, and you'll find it exceedingly difficult to navigate some of the maps without dying.)

    Also, in case you missed it above, this requires the 98e alpha build 3120 (or later) of Skulltag to run properly. Earlier versions will make S9DM03 largely unplayable due to a flag-setting bug in netgames.

    116 downloads

       (43 reviews)

    Submitted

  4. Smart CTF - IDL 2011 Edition

    Competition style CTF maps that favor strategy rather than brute fragging and stalling.

    50 downloads

       (14 reviews)

    Submitted

  5. Skulltag Soccer

    This is a soccer modification for the Skulltag teamgame mode

    25 downloads

       (2 reviews)

    Submitted

  6. Descent into The Absolute

    A UAC base gone haywire. You will fight in Hell eventually. A few base levels are distorted by the influence of Hell.

    28 downloads

       (6 reviews)

    Submitted

  7. Speed of Corvus

    Another short speedmapping session for heretic made by some dudes in doomworld forums all in the 24 hours of 09\05\10.

    This time theme is capture the flag gameplay.

    See v-hsms4-info.txt for more information.

    17 downloads

       (3 reviews)

    Submitted

  8. Savage Assassin Duel 2

    Sequal to the first [SA] Duel wad

    26 downloads

       (7 reviews)

    Submitted

  9. Hangar 22 Invasion

    A 6 wave Invasion map and also my 1st attempt at one.

    29 downloads

       (4 reviews)

    Submitted

  10. DogTag 3 for ST

    This wad takes DogTag3, a classic set of team-based multiplayer maps from 1996, and updates them to be compatible with Skulltag's self titled game mode. Seeing as how these are some of the original maps which inspired the Skulltag concept to begin with, I thought it would be fitting to make them more accessible and playable with a modern online source port.

    These play similarly to most Skulltag maps, with one interesting difference. Rather than simply grabbing the enemy team's skull from out of their base, two teammates must work together to get the enemy team's skull from their own base. One person must infiltrate the enemy base and flip a switch, which exposes the enemy skull back at their base for a few seconds, allowing the second person to grab it.

    Once they do that, the person with the skull has to make a run for the north side of the map where the score zone is. There's a field of lava surrounding the score area that only the person with the skull can enter, but other players have lots of room to try and take that person out from the ground nearby. Once the person scores successfully, they get teleported back to the main area to try and score again.

    Here are the changes I made in this version: - Removed the former MAP03 (FragTag). That's for two players, this isn't. - Radiation suits replaced with the red and blue skulls - Replaced the entire complicated scoring lane mechanism with Skulltag's score pillars and some behind-the-scenes ACS scripting - Removed the score displays and other 'indicator' objects since Skulltag does this stuff itself - Added more player starts per map - Replaced some of the MIDI music with better sounding MOD versions - Removed extraneous linedefs and textures - Removed access to the BFG bonus room, since in ST you cannot continue play after the point limit is reached. I considered turning it into a 2-point score zone or something, but for now it's off-limits. Maybe in a later update.

    14 downloads

       (1 review)

    Submitted

  11. Speed DM Anthology

    29 Deathmatch speedmaps over the course of 3 speedmapping sessions

    24 downloads

       (3 reviews)

    Submitted

  12. Thirst for Blood v2.0

    This is my first map DeathMatch. I am not an expert in the creation of maps, however, believe that the end result pleases the fans of Doom.

    Some features:

    1) There is only 1 BFG and 1 PLASMA GUN in the game!

    2) Put on a platform with the rune RESISTANCE. (huahuahauahuahuah)

    3) I added a platform with the item RANDOM POWERUP.

    This last there was bullshit! ;-)

    47 downloads

       (8 reviews)

    Submitted

  13. Space Deathmatch V (1.1 bugfix update)

    : The Skulltag wad with which one ushers in the future.

    64 downloads

       (47 reviews)

    Submitted

  14. Skullspeed DM

    A small speedmapping session created 4 speedmaps made in 24 hours.

    20 downloads

       (7 reviews)

    Submitted

  15. Malinku's speedmapping session 1

    4 maps made in 24 hours on December 13th 2009 Theme was to to make a DM map. -------------------------------------------------------------------------------------------------- Map 01: Pump-up Deathmatch Station by Walter "Daimon" Confalonieri Map 02: PhilDM by Philnemba Map 03: Mal_Speed by Malinku Map 04: Dockingbay Madness by Malinku

    27 downloads

       (9 reviews)

    Submitted

  16. Temple of the Flags

    A temple with lots of wide open spaces and bridges.

    12 downloads

       (1 review)

    Submitted

  17. Deathspace

    SPACEDM5 inspired Space map.

    19 downloads

       (7 reviews)

    Submitted

  18. Shotgun for Two REVOLUTIONS

    You might want to check SHTGUN42.WAD and SHTG42RL.WAD for some background info around this wad. This REVOLUTIONS release is a major improvement from the previous versions. It leverages all the power of Skulltag and adds several cool features and concepts around what we believe it's the right way to play this awesome game. So let's see:

    * Two players only: It makes absolutely no sense to allow more than two sides on a battle. Mostly, what happens is that coward expectators benefit from the situation. Besides, this wad is not sized or planned for team playing, so no more than two players please.

    * Startup shelter & basic ammo: One needs to be born in shelter. And one needs a shotgun with shells. Not only that: one also needs to choose *where* is the best place to get born. Yes, if you're not happy with the place where you showed up, you have a teleporter behind you that will take you to a more convenient starting point.

    * Health recovery rooms: Justice is of essence. Nobody likes to be chased by fresh players after spending 90% of the energy killing the bastard. So one frag at a time, both players 100% healthy. You have to run, though. Health rooms' doors close rather quickly.

    * No plasma, BFG, invulnerability, invisibility, etc., of any kind: No need to explain here. We are old school.

    * Smart and balanced distribution of guns, armor and ammo: In other words, no comfort zones. You'll have make your way around the wad in order to get what you need. No hiding rats allowed.

    * Cool stuff: We definitely needed to add one of those cool bridges. So we added not one but two bridges and stairs. In the center of the map, you get three different height levels to walk over. Regarding weapons, added a Railgun and a grenade launcher, which are 100% compatible with an old-school wad.

    * Impeccable texture selection and alignment: We are proud of this wad. If you find a glitch, please let us know and it will be fixed.

    * Ultra-fast gameplay: The effect of adding automatic doors and bridges was amazing. It added ultra-speed to the game. No time to rest!

    Finally, we believe the spirit of our original idea on deathmatch is still intact, and we hope you enjoy this new version as much as we do, every single day.

    15 downloads

       (4 reviews)

    Submitted

  19. Former Friend

    This little mod adds a new threat to cooperative gaming, if you or another player dies, their corpse will soon become possessed, spasm, and reanimite as a brain-dead zombie with a shotgun! Watch out! Trust no one! Designed with Skulltag's Survival-Coop game mode in mind.

    27 downloads

       (9 reviews)

    Submitted

  20. Disposal Duelv.1.3

    It's a small disposal base...

    18 downloads

       (1 review)

    Submitted

  21. Relentless Beating Capture The Flag

    15 CTF maps for Skulltag

    29 downloads

       (11 reviews)

    Submitted

  22. Relentless Beating Deathmatch

    High detailed, Newschool deathmatch made by the mapper members of Relentless Beating.

    33 downloads

       (8 reviews)

    Submitted

  23. GET OFF MY LAND 2: The Unofficial Sequel

    This is an unoffical sequel to Richard Wilkins's map "GET OFF MY LAND". While I found the title hilarious, I was sorely disappointed by the wad itself, which was something typical of 1994 or so and had nothing to do with crotchety old farmers waving their fists and reloading their shotguns on their front porches. Now I've made a wad with the same title, but closer to what I had imagined a wad with the name "GET OFF MY LAND" would be like.

    31 downloads

       (7 reviews)

    Submitted

  24. AD CTF

    an CTF made by the [AD] clan

    47 downloads

       (34 reviews)

    Submitted

  25. Grave Robber

    A CTF map for Heretic.

    12 downloads

       (2 reviews)

    Submitted

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  • File Reviews

    • By Mizuki_Jun10 · Posted
      It turned out to be a surprise for me because I didn't expect it to be such a fun level, when he said he wanted a lot of monsters in his level I didn't imagine that amount of monsters, but it was definitely fun.   I consider it a very good map, for its time, for a first map made by him, for a very humble map.   But overall I don't consider it a great or extraordinary experience, I don't see myself revisiting Crusher, but I can't call it Average because what he did is super interesting.   And it's a long level, which I also didn't expect, but to be more precise, the exploration is interesting, the layout was a little diverse, and the action on the map kept me focused and entertained, some rooms had poorly aligned textures and didn't seem to have been looked at at the last minute, which is a bit strange because he said he spent a lot of time developing the map, but I imagine why since at that time there wasn't an "Ultimate DOOM Builder" with automatic texture alignment, or maybe there was one automatic alignment?   And the maze everyone mentioned was annoying, yes I admit it lasted a lot longer than it should have, and I feel like it could have been shortened in Wad's release, it made the level feel longer than it is too, but I don't feel so much that the level it got worse because of it.   The positioning of enemies isn't that great, but they make you take cautious measures at times, but at times I was like... "It could be better..."   But that's it, it's a good level, it hasn't aged well, it could be better, but I feel like it would be unfair to call this level average, it's a level that I enjoyed, did things that weren't that common at the time, and seemed to use of resources that at the time many used wrongly, I don't feel like I wasted my time. I deserve to see more from the mapper.... (If he released something after that of course...)
    • By Mizuki_Jun10 · Posted
      Surprising even, one of the newest community maps out there, 1994, wow, but it's still a bad map, the encounters are interesting, the layout is the most superior aspect here, but it still doesn't support the technical errors that even for 1994 were already guaranteed by the original DOOM maps. Weird textures, lack of variety, lack of a more interesting design than platforms going down or going up in the dark, some moments were really fun like the dark cave itself, but the fun lasts very little, with spaces that are too tight, and a shallow exploration.
    • By Mizuki_Jun10 · Posted
      I love Quake, it's my favorite Shooter, and I totally forgive the lack of detail and technical refinement that Mapper concluded here, but I have to say that even though the map is still recognizable compared to the classic E1M1 from Quake... The map just doesn't have such a refined texturing, a good light variation, and many of the areas don't even carry the classic Quake identity, as the best example: The part where we get the Nailgun, there aren't even monsters and an encounter with Zombiemans in that room , there is very little positive to consider here unfortunately, but it was a bit fun in some parts. Either way, there are a lot of negative things that make it impossible to ignore while playing the level, a horrible map, how sad.
    • By Mizuki_Jun10 · Posted
      Normally I would define these two maps as maps with interesting premises whose execution does not positively complement the result, Chicken.wad has such a simple layout that it is disappointing at first sight, which keeps you at a higher height than Cyberdemons that you They wait in sectors that flash between dark and very light, I can only be direct in saying that although the battle between the Cyberdemons is fun, the map doesn't present you with anything other than that, and it is even impossible to cross the other side of the bridge endless to eliminate the rest of Cyberdemons. Completing Chicken (Even though Chicken doesn't have an exit on his map.).   Let's go to Gangstar.wad, you can see a somewhat open space, different from the previous experience, but with the classic theme of a UAC warehouse style E2M2 from DOOM, but the boxes here are a little distorted? (Perhaps spacetime begged the mappers not to finish the maps so it distorted the map space causing this visual curse.) As much as the open spaces of the map are fun to navigate, the fun is short-lived with several of the structures being distorted. carrying with them ill-adjusted texturing. Clearly a superior map to the previous one, but unfortunately still poor, the repetitiveness of the texturing, plus a bland design and several other missing details, make this map yet another disappointment unfortunately.   The verdict is that both maps are completely disposable, I would love for the mappers to continue with their work after such complicated work, so they would at least be able to build more and improve the quality of their design work.
    • By Devalaous · Posted
      One of the classic megawads, and the successor to TNT Evilution. I've played this several times over the years, and its grown on me more with each play as my tastes mature.   Still has a bunch of maps that got me killed in 2024, after ive finished stuff like HR and AV, and plenty of maps are memorable. Only real downsides is some of the levels have little content, showing its age.
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