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  1. difficult map for 1 player

    40 downloads

    (10 reviews)

    Submitted

  2. Capellan on the Doomworld forums had this neat project idea; to make maps in 100 lines, or less.

    I thought this was so cool, and made about seven maps for it. Then I thought to myself "why not make my own episode of the things?"

    Nine maps with less than 100 lines each, hence '900 Deep in the Dead'.

    This is quite the experimental wad. As such, many of the levels are shorter than you'd usually expect, more linear and without the kind of elaborately-crafted ambushes we know and love.

    Nonetheless, I hope there's something here you can enjoy. :)

    60 downloads

    (27 reviews)

    Submitted

  3. Once again using my patented secret doom-building recipez from hEll...

    29 downloads

    (6 reviews)

    Submitted

  4. This is an outside Pwad, and is intended as the opening level to our remake of the "Shores of Hell" episode.

    Having survived "Knee Deep in the Dead" You find yourself in a strange, maze-like structure that is open to the sky. You Know that you have discovered the lair of Acerjak, a former human who bartered his soul (along with the human race) to the hellspawn of Demons.

    28 downloads

    (6 reviews)

    Submitted

  5. This is a maze-like Pwad, and is intended as the third level to our remake of the "Shores of Hell" episode.

    You find yourself in a series of small, confining rooms, with no idea where in the HELL you are. Patterns are important...

    26 downloads

    (9 reviews)

    Submitted

  6. This Pwad is intended as the secret level to our remake of the "Shores of Hell" episode.

    No hint's, but be afraid, be very afraid... ... and have lots of DOOM style fun!

    23 downloads

    (6 reviews)

    Submitted

  7. This is my third solo WAD. You'll notice my addiction to balconies. This one has some tricks to solve. There are no exotic weapons or monsters. It's moderately difficult - I can complete it on U-V in about 6 minutes; Nightmare is fun!

    24 downloads

    (6 reviews)

    Submitted

  8. A speedmap provideing a decent challenge if you don't mine a large mass of cacodemons and teleporting cyberdemons in a 1024 size room :P

    26 downloads

    (9 reviews)

    Submitted

  9. A death defying level for Doom 1

    26 downloads

    (8 reviews)

    Submitted

  10. A fort with demons to fight against.

    34 downloads

    (13 reviews)

    Submitted

  11. This is my first attempt at building a level, hence the name. It's not particularly fancy but will hopefully be entertaining. Future levels of mine will be more complicated as I learn to use the editor. I don't have a sound board so I did'nt bother editting sounds and have no idea what this level will sound like with a sound board.

    22 downloads

    (7 reviews)

    Submitted

  12. The monsters want to kill you. Because of that, you have to kill them.

    20 downloads

    (6 reviews)

    Submitted

  13. My brothers and I were DOOM addicts, but when we finally found a usable PWAD editor, we were reborn as DOOM junkies. Thus, we humbly offer these PWAD files to all other DOOM junkies or addicts.

    All of the PWAD files enclosed in this package are described below:

    FILE NAME LEVEL NOTES ------------ ----- ---------- IB2TUF4U.WAD E1M1 Great for single or multi- player modes. Lots of secret rooms, but not to hard. Created by Ror. ib2t_zen.wad Above level with rebuild REJECT.

    UBSCRWD.WAD E1M1 Great Level, but nominated as most likely to piss you off! (Single or Multi are OK) Created by Jim. ubsc_zen.wad Above level with rebuild REJECT.

    LOOKOUT.WAD E1M1 Psycho nut-case level made by my little brother. We recommend God Mode if you know the code for it. (Single only) Created by Chris. look_zen.wad Above level with rebuild REJECT.

    16 downloads

    (2 reviews)

    Submitted

  14. This is my first and level and its crude, but don't expect to make it threw the first time around. I suggest skill level one if you don't have at least a dx2-66. with 8 meg. I did not know that the more things in a sector the more it slows down.

    45 downloads

    (32 reviews)

    Submitted

  15. A couple of cavernous rooms with too many monsters, snipers up high, lots of trip wires - watch yer' back. Because of the amount of monsters in Ultra-Violence, the game may be choppy on slow machines.

    21 downloads

    (5 reviews)

    Submitted

  16. 303 (Denver Colorado Area Code) Design based on blue prints of actual 303. This is the first of many 303 levels I will do, and I will eventually replace a few textures with some of my own. -----> If the game runs to slowly, um, buy a IMPORTANT!-----> 486 or something. ----->

    23 downloads

    (9 reviews)

    Submitted

  17. Run, shoot, survive (if possible).

    16 downloads

    (2 reviews)

    Submitted

  18. There's three directions for you to choose from when you start out. Don't forget to get your rifle. One of the environments is a prison with a courtyard, another is a sort of warehouse complex. You can exit the level from any of the three environments, but you have to have gone through all three to access the exit switch.

    17 downloads

    (4 reviews)

    Submitted

  19. O.K. Here's the story. You were sent to rescue two of your friends. They were captured by an enemy ship, piloted by Cacodemons and placed in a high security prison. You beam into the prison only to realize that your friends have been genetically altered and are waiting for you, in their cells, with shotguns. You call for backup, but nobody responds. You are trapped in the Cacodemon prison. Be careful not to trip the alarm system...

    26 downloads

    (11 reviews)

    Submitted

  20. This is the chilling finale to The Shores of Hell, but with a few extra twists. There are many more enemies and things to figure out. There is an entire section that cannot be reached without TWO people playing. Here is a warning... Even on the easiest skill setting, this level will be challenging. Here's another warning... I created this level on a 90 MHz Pentium with 16 Meg of memory. There are loads and loads of enemies running around. I do not recommend playing this level on your old 386. My 486 66 with 32 Meg of memory was even a little sluggish. I am happy to tell you that I just completed the original music for this level-- my sequencing software is crummy!

    33 downloads

    (20 reviews)

    Submitted

  21. 57 downloads

    (39 reviews)

    Submitted

  22. A journey to the past during the Spanish Inquisition. Read file: 1500AD.DOC

    33 downloads

    (18 reviews)

    Submitted

  23. I thought TOJ_15B was rum until I played this. My first original level, and it is something of a stinker. But it barely lasts two minutes, so you don't have to suffer too much. It's quite hard, tho

    61 downloads

    (48 reviews)

    Submitted

  24. One extra level for doom with the same quality as #1kill

    32 downloads

    (17 reviews)

    Submitted

  25. A whole episode of new levels that are kind of easy to figure out but hard to exit because you must do allot of killing first. Perfectly fair with plenty of ammo. Built with quality in mind Challenging and also looks good. Took hundreads of hours too build and most of that time was spent on testing this wad and making this as close to ID standards as possible. I've have plenty of experience playing the ultimate doom and doom2 for two and a half years so I know that its a good quality wad.

    35 downloads

    (19 reviews)

    Submitted

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  • File Reviews

    • By Killer5 · Posted
      The following review is comparing Combat Shock 2 to today's slaughter wads.   A pretty good wad overall. There are some design decisions made in the larger maps that make sense from an open-endedness design perspective.. but honestly I decided that it really detracts from the experience.   The following descriptions are from my play through on UV, using pistol starts, and no saves.   Map01: One of the best maps in the wad. There is very little downtime on this map and there is almost no tediousness cleaning up any of the fights. There are some filler moments but that is to be expected on Map01 I guess.   I wont talk too much about Map01 because there isn't much that I really dislike about it. It is Map01 difficulty.. but still threatening (albeit not lethal) and has a great start and a great final fight.     Map02: This map is quite slow in comparison to Map01 and introduces some of my complaints about the design decisions made in some of these maps. It seems a lot of maps follow a design decision which gives the player complete control over how the player wants to play the map. Unfortunately if the player is playing blind then the player will most certainly not be running around trying to aggro everything with reckless abandon.. but instead trying to survive. This means incredibly slow gameplay.   My first experience with this map was quite a stale one. I had plenty of room to move around at all times.. and was able to take every fight one at a time (none of the fights are really threatening on their own save one which I will get to). This one fight involving tons of pinkys, a cyb, mastermind, and hks can be cheesed completely but simply running out of the area. It is quite obvious that you can leave the area immediately so I can't really say it is cheese.. just a design decision to allow to quicker play if the player wants. I think this is fine if you want to open the map up for speedrunning or something.. but it is something that really made a poor experience for me when I didn't go into the map with a mindset of aggressive play.   The final fight is really great. Making 3 monsters threatening is kinda hard and Danne pulls it off well with 2 viles and a cyb.     Map03: Incredible map. I really enjoyed how my experience was made harder or easier depending on the decisions I made at the start of the map. Sure you can get rockets early.. but that rocket fight is quite hard because of specters, and viles in a close quarters fight. I found that I could actually get plasma first.. and then return to the rocket area with plasma. This made the area easier and gives the player something to think about when playing the map. Great stuff.   There are these groups of lost souls that appear when you raise the platforms leading to the final 2 arenas.. all they did was make it a bit more annoying to kill the hks (I just took an extra 30 seconds to kill the lost souls prior to dealing with the hks).   Final two fights are fun. Especially the final area.. pinkys + cybs is always a fun combo.     Map04: This map is half good.. half incredibly tedious cleanup.   The first half is fun.. you get an awesome fight with imps/mancs/cacos/cybs in a medium size area. Very easy to get blindsided by fireballs/rockets here. The following bfg fight is also really great. You need to sort of figure out how long you can be aggressive vs the viles while still finding room to escape so you dont get cornered. The mastermind usage during this fight is insanely good too. Probably one of the best wandering masterminds I have seen in a map.   Unfortunately the map slows to a crawl after getting to the next large area. While it is INCREDIBLY easy to eat errant cyb rockets at the initial reveal of this room.. it is complete circle strafe for your foreseeable future. I assume this area would be fun to speedrun.. but again casually this room is kinda meh in my book. The vile horde at the end is also quite stale since there just arent that many and the viles just sort of funnel towards your bfg. ezpz.     Map05: Another map which falls victim to the open ended gameplay trope. There are many fights here which would be fun if you were going to play the map fast.. but playing slow it is an hour long map consisting of a long grind with almost no threat.   The start is full of areas with very low threat and a very high monster count.. I don't really have much to say about them individually except that they didn't kill me. Eventually after grinding through many nonthreatening fights you get to the bfg area. This area looks great and has some great platforming to get the bfg. Unfortunately the bars which prevent you from leaving open immedately. I don't really understand this design decision unless you are just trying to allow people multiple ways of playing.. if you want you could just jerk off and spam rockets until you win. Hardly any threat in this area and almost no reason to use that big fucking gun you just grabbed.   The final fight is also a slog playing casually. The meat of the room is triggered by a switch.. but if you dont want to hit the switch then you can just circle strafe for days while the center of the room kills and mancs on the outside of the room kill each other so then when you hit the switch.. you have almost no threat from the group of monsters which are spawned from the switch press.   Quite an easy/grindy map. It overstayed its welcome. But it looks phenominal.     Map06: My favorite map in the set. Almost everything in this map is good. There are a couple incredibly trivial fights later on if you know how to use bfg well.. but luckily these fights don't last long. The finale is kinda meh casually.. but it still isn't free so I ended up liking it. Great map.     Map07: Bonus incidental combat map. I enjoyed the larger area around the yk door.. but everything else is whatev. Not really a fan of this map.     Overall: A solid slaughter wad made in the vein of Sunder. C-shock 2 is definitely easier than Sunder and in some maps outmatches Sunder in gameplay and quality (Maps 01, 03, 06). C-shock 2 is also completely void of incredibly offensive maps such as The Cage. As far as slaughter wads go c-shock 2 is a must play and is a huge improvement over the original c-shock. 4 stars.   Also.. it is really fun seeing wads made from 1/2 of the Sunlust/Italo team. While I think Danne improved a lot as a mapper his early maps still pack quite a punch.
    • By Cacodemon345 · Posted
      Pretty solid megawad. Everything about this wad is simply excellent.
    • By galileo31dos01 · Posted
      Done on HMP/continuous/saves.   Ever wondered what is that "slaughter" thing that everyone talks about?... Here it is! Well, a part of it, and if you are totally new to this genre, you came to the right place. This is a very fun wad in many aspects, not just the slaughter component but also visually, almost every map is placed in a different theme: starting from ruined techs entering to snowland, then arriving to a gothic fortress and, well more gothic/hellish environments, culminating into a massive dark underground (gothic of course) citadel, which has top notch detailing (and no, details do not interfere with gameplay, I assure you). I quite appreciated this variation, and I have to admit that hordes + gothic textures are a great combination. Plus, the soundtrack is amazing, some strong and some smooth tracks depending on the case, I particularly loved maps 08 and 12 midis as they are more quiet yet fitting.    The combat component is pretty consistent, usually offering hordes to slaughter in multiple ways, with a moderate demand of crowd control, trap-based or not. One of the most common ways to handle the situations Rush provide is via circlestrafing + infighting, periodically removing what gets in the way. I preferred the occasions in which you must shape the scenario to be able to control the herd, which required some quick reactions and movement skills. In terms of progression, save for maps 06 and 12 that are more complex, the maps are fairly linear and easy to understand. As far as monster placement goes, revenants can be nasty in this wad, in companion to hell knights for your typical infighting shows. Yeah, mid and high-tiers in the majority, and rare presence of former humans, leaving the hitscan action into your hands, and a few spiders scattered in the set. Plus, there's a new mancubus a bit tougher and creepier than the ordinary, not an outstanding addition but something to be alert of. Archi made good use of the areas to put pressure not only from the monsters on the ground but from a considerate number of turrets. He also didn't abuse of lock-ins, so don't be surprised if you can leave and camp behind a hole, but expect to find more stuff ready to punish you for cheesing. When it comes to my personal highlights, I share some of Alfonzo's ones, particularly his last point, that was hilarious as one second I was exploring all cool all relaxed and the next one I was running in panic on lava like oh shit!. I'll also add that part in map 10 where I was pushed against my will into a room with monsters on grandstands, it was so funny.    Secret-wise, they are the usual different/misaligned-texture with a power-up or weapon inside, but there are also secret telefrag chains to save ammo, and secret fights!. The most complex map (12) has the hardest-to-find ones, so pay attention.    For favourite maps I'll pick 01, 06, 10 and 12. Unfortunately the last one has a bug that prevented me from exiting, otherwise a gorgeous map. No disliked maps.    Overall, I found it pretty accessible to anyone with enough experience in the game, so give it a try, at least on HMP, it's fun and worth of replay. Of course, avoid it if you hate hordes, after all, it's not the author's fault if you don't take a second to read the description ("boom-compatible slaughterish maps", yeah it's pretty clear to me), or play something else... My rate is 8/10.
    • By Bauul · Posted
      Four small, slightly surreal maps from Obsidian.  Similarly styled, these are short, taught, oppressive experiences where you navigate around the small (often vertical) areas finding switches to expand the play-area.  Each new lever introduces a new hostility to the area and requires a new strategy to beat.  It's not a hugely dissimilar experience to the more creative constructions found in various Confinement wads.   What really lifts this mapset is an excellent adhesion to a strong, well-realized atmosphere.  The maps give you the sense of being part of some strange experiment, with the small maps feeling at times like some kind of hellish test chamber.  The music, textures, architecture and even difficulty settings all come together with strong cohesion, and lend the mapset a personality that's only emphasized with it's well-suited name: who are what Tink is remains an unanswered question, not helped by the slightly creepy final epilogue map.   Some of the fights don't flow quite as well as they could do thanks to the small play space, but overall a very enjoyable little collection.  
    • By Fonze · Posted
      Adorable is a word I'd agree with for this wad and will start my review with for the purpose of extending the power of the subliminal advertising here.   Unfortunately, this wad is small and limited in resources, so even trying to look at this in the light of wads that don't contain maps still has this wad coming up short. Would love to see the author take these assets, add some more, and learn about map design in the advanced GzDoom engine, as this has potential and it would be cool to explore some more areas with this going on.   Definitely give it a download and a quick look, if just for how cutesy it is :D