levels

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Levels are add-on missions for DOOM, DOOM2, Heretic, Hexen, HACX and Strife. They can be loaded with the '-file' parameter. The 'levels' directory is divided up into several parts, one for each game. See the .message file in each of the directories for more information. To create your own addon levels, try the editors in the 'utils/level_edit' directory. If in doubt please contact idgmaint AT gamers.org . Please note that we can not assist you in problems you have writing your own levels.

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  • File Reviews

    • By Decay · Posted
      A modern mapset that captures the feel of oldschool maps perfectly. Many of these maps have the potential to become staples in OS duel and DM compilation sets. There are plenty of good set-ups yet they might be considered unconventional, making these maps stand out from other releases in recent years. Standard vanilla themes, clean texturing and structuring. Constant clean-ups minimized any outcroppings that might catch a player for smooth movement. Good variety of weapon spawns and usage, only a few SSG slugfests. Overall good variation in heights throughout the maps without being too over-dramatic.   An absolute must try for any OS loving pvp player, and a good time for 1v1 or 3-4 person free for all.
    • By dll · Posted
      Beautiful looking map that doesn't over do it, non-linear layout is a joy to explore and come to know. A few enemies can be handled maybe easier than intended as height differences stopped them being able to fight back effectively.   Great atmosphere, plenty of tension, and extremely consistent design.
    • By Mason. · Posted
      Not awful, but nothing too exciting either. Simply average.
    • By an_mutt · Posted
      As much as I enjoyed playing this map, the requirement of playing the wad in an advanced port which supports UDMF is pretty baffling to me, as it could very easily be simplified down to Vanilla or Boom while losing basically nothing. The only things I could recognise were a few out of place stealth imps (which aren't inherently bad, but are poorly utilised here), along with some scripting at the end of the map for one particular fight. Otherwise, this map could easily be part of any given old-school vanilla mapset and I wouldn't bat an eyelid.   One aspect of this 'old-school' feel is the texturing, and the fact that Yummy Pie goes for the almost Wolfenstein 3D-esque approach of having most areas have their own wallpaper of a single texture throughout, and a few supporting texture variants for detail. This works for most parts of the map, with the exception of the opening area - its use of brick being too repetitive and garish, and making me wish that some different textures were also incorporated to support said bricks visually. The 'old-school' feel is also enforced by the fairly ordinary architecture within the map - the most dynamic changing of architecture you're going to see here is some doors being opened and a few blocks being raised out of lava. While this isn't a problem, it does continue to raise the question of why the mapper would choose UDMF as their map format of choice if they aren't going to experiment with what UDMF is capable of. Because of this, the map feels very safe, artistically - too by-the-numbers.   Some final points about this map, and keeping on the topic of it feeling too safe: the monster placement and general gameplay progression also falls into this same feel. The map is quite nicely paced, with gameplay difficulty ramping up at points where it feels like it should, and the map ending at a satisfying point. (it doesn't end too abruptly, or go on for too long once you feel you've experienced everything it has to offer) This is definitely the strongest part of the map's design. Unfortunately, the final areas is too by-the-numbers and generic as a final boss fight that things go from "natural" to "predictable" once you reach the final areas. As for the map's 'multiple paths and branching areas', it was not something I particularly picked up on until reading the wad's description after the fact. While there were multiple areas that had some additional areas, they usually amounted to single off-shoot rooms or pathways that gave me either a few monsters to fight, or some goodies to pick up. Again, unfortunately, it feels very safe. It would be interesting to see the mapper move into some more experimental non-linear design, if they're interested in including it in their maps going forward.   Lastly, I felt that the final baron "fight" was laughably bad, and I simply sunk 40 cells into it before leaving. For some reason it's not a scripted fight, and I can just lower the bars to avoid it and walk into the exit. Once again, this raises questions on the use of UDMF, as the fight before this does use scripting for what is essentially a very similar fight, fundamentally speaking (kill a thing, then be allowed to leave). The baron encounter is a strong sign that a similar approach could have been made in the previous fight too. Again: baffling.
    • By NuMetalManiak · Posted
      improves HEAVILY over Paranoid, while still keeping the very first episode of it, some of the levels are shorter than the ones in Paranoid, which is good, plus three new weapons and a few new enemies show up too. the last episode is a strange one, putting in Doom monsters in a Half-Life-themed mod for about two levels. Very long-winded, but worth the playthrough.   settings are done well, from Black Mesa to Xen itself, although not everything is perfect. the Gargantua doesn't seem to have a mass value so hitting him with an RPG (or even the headcrabs with that one that you are supposed to fry with electricity) makes him go flying. also some of the moving platforms in the Xen episode don't seem to work properly, in other words, I seem to slide off of them if I don't keep up, and a few corridors seem to have a wind effect when they really shouldn't.