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353 files

  1. The Becoming

    Only the best vanilla throwback episode I've ever done

    185 downloads

       (9 reviews)

    Submitted

  2. crusades.wad, Issue 1.

    You need a registered version of Ultimate DooM to play this. 2.2 Mb when unzipped.

    This is a full, nine map DooM 1 episode incorporating the 5 previously released 'Spooky' maps plus 4 spanking brand new, neverseenbefore ones. If you've already played the spookies, then sorry but I have decided to release this wad purely for my own benefit. I wanted to sign off from DooM with some kind of accomplishment i.e. a complete episode for Doom 1....and this is it!!

    The new maps are e4m1, e4m7, e4m8 & e4m9 in case you don't want to play the spookies again. Each map is designed to be played from scratch.

    This wad will run with v1.9 and is not exclusive to any port.

    +++ SPECIAL NOTE FOR ZDOOM USERS +++ You must use the extension "-noflathack" in the command line, otherwise this wad will crash.

    241 downloads

       (82 reviews)

    Submitted

  3. Back to Basics

    After making a large map with slopes, scripts, all new resources and whatnot, I felt like making something very basic.

    Also used this opportunity to get some maps that were gathering dust finished and released; a very old episode 2 project (although I have released e2m1 of that project before as e2m1er.wad), and a project for EDGE that got to 1½ levels (Rust). The maps were converted to use vanilla resources only (except for the sky).

    E2M5-E2M9 however are brand new levels for this release. The wad is tested to be vanilla compatible, though during mapping it has mainly been tested with ZDoom for convenience's sake. Also found to work with Eternity. But as it is vanilla compatible, any port should work.

    136 downloads

       (72 reviews)

    Submitted

  4. Sons of Ares

    Episode 1 replacement for Doom 1 Play-tested only with pistol starts Not balanced for continuous play Multiplayer Things exist but NOT playtested Damaging flats are consistent across maps In 320x200 distant shootable switches can be hard to see Infinitely tall monsters can get in your way

    95 downloads

       (4 reviews)

    Submitted

  5. Doom Classic 10b: Mercurius Pools without the cyberdemon

    A level in the classic Doom style. Theme = Base

    36 downloads

       (3 reviews)

    Submitted

  6. Bedlam

    Vanilla E3 replacement for doom.wad on marble/wood/caves/hell themes. No custom textures but custom music on each map. The first half takes place underground, after that you'll finally get to see the sky. The difficulty is maybe a bit higher than in original "Inferno". The project was organised by Memfis and he asked a couple of mappers to change some stuff here and there to make the episode more consistent but he tried to not limit the creativity too much so his influence shouldn't be very noticeable.

    86 downloads

       (29 reviews)

    Submitted

  7. CORN.WAD

    This is a happy wad with a fun name, corn. I worked very hard on it so I hope you like it. Only experienced veterans of doom will be able to survive this wad. There is little ammo and lots of monsters, so don't waste any ammo!!! ENJOY!!!

    19 downloads

       (2 reviews)

    Submitted

  8. CROSSING ACHERON

    As in my first level -- DANTE'S GATE -- I have tried in CROSSING ACHERON to achieve a gaming atmosphere that is not only fast-paced (once the fur starts to fly), but just plain creepy. Once again, I went for the aesthetics (you know: The Look); but this time, I also tried to keep the game from being too easy. I think once you get inside, you'll find that CROSSING ACHERON has been fully optimized for DEATHMATCH. But it's just as enjoyable (if I do say so myself) in Single-player and Coöperative modes.

    CROSSING ACHERON (pronounced 'ak eron) is a sequel to DANTE'S GATE -- thematically, anyway. (It's an E1M3 only because I thought the music was more appropriate than M2.) For any of the two or three of you out there who have read Dante Alighieri's THE DIVINE COMEDY -- or even only "Inferno" -- I'm sure you've been able to appreciate the many allusions to this work in DOOM. I have tried to take a tack of my own along the same lines. (I do this not only because I think the idea is neat, but so that people will think that I'm very clever.) I'm not so naïve as to expect everyone to rush out and get a copy of "Inferno" (I mean, it IS pretty tedious stuff, at times), but it's well worth the read -- and a little patience is a virtue that is often well-rewarded.

    (By the way: Acheron is a river in Hell (basically). But don't look for any rivers in here: I tried it several different ways and just wasn't convinced.)

    I thank those of you who sent me mail on my previous effort, and I hope to hear from more of you about this one. (Just a line would do: "It's great!" or "It sucks!" or "Now I know what John Cormack MEANT to do in "Unholy Cathedral.")

    Thanks. Hope you like it.

    116 downloads

       (95 reviews)

    Submitted

  9. Centrum

    Episode 2 themed techbase level, following the same difficulty curve as it's predecessor Abyssus. Centrum stands for "Center" or "Central area" in Latin.

    69 downloads

       (21 reviews)

    Submitted

  10. CRUSHER.WAD

    This is my first level. It is a combination of all my great ideas I wanted to put into a level. Since this is my first level, it has the mandatory room with lots o' enemies. There is a large maze which can be solved using the "stay to the left" method. All secrets are hinted at so you won't have to push every bit of wall to get 100% secrets. Difficulty levels are implemented but it is easy on skills 1-2 and I wouldn't recommend playing it. Skill 4 is tough even for me, but it is the most fun to play. Also, take a look at the overpass.

    24 downloads

       (9 reviews)

    Submitted

  11. Aurora 1.0

    A DOOM level.

    38 downloads

       (10 reviews)

    Submitted

  12. The Catacombs (release 2)

    Centred around a tiny, winding, ever- changing system of tunnels. The difficulty levels are intentionally easy; in the future this WAD will form the first level of an episode replacement for Doom I. However, there are lots of puzzles to make up for it. --- Changes in release 2: Fixed ceiling height of first teleporter. Rotated step texture in exit room. Added a Supercharge, but you have to know where to look. Texture realignments and replacements. Changed light levels in dark room to be more realistic.

    36 downloads

       (4 reviews)

    Submitted

  13. CASTEVIL.WAD

    Castle of Evil. (previously released in beta form as ss27bet2.wad)

    First of all let me say... This is bloody *HUGE* 8) I've been working on this for a long time since most of the earlier editors couldn't handle a large level like this one.

    Made for sp, coop or dm (I aim to please.)

    It's pretty open with only a few doors requiring keycards. Other doors may require a switch. There are peep holes and ambush spots almost everywhere for happy deathmatch. But open spaces are also provided for those all out battles.

    Most heavy firepower is heavily guarded by monsters or hidden. The only easy weapon to get in single player mode is the shotgun. All the weapons are present.

    This level is mostly hack, slash, ambush + puzzle type.

    For more information consult the other .txt files in this archive.

    There now go kill something... Send me some hate mail.

    45 downloads

       (16 reviews)

    Submitted

  14. Azurexia

    Welcome to the crossroads between the planet's surface and an entrance into the submartian ancient city ruins of Azurexia.

    42 downloads

       (7 reviews)

    Submitted

  15. Blitz Of Pain

    Get ready to move once you leave the first room. Lots of action. Good luck on the final blitz. This level is best with single player but is set up to be played with multiple players. Tough to play on less than 486.

    40 downloads

       (10 reviews)

    Submitted

  16. ALL or None!!!!! why Not?

    A bunch of pretty tough levels I've been working on since Jan 95 and built mostly with Doomcad, because its What I learned on. I made a lot of little fixes with DCK and plan on using it from now on. :)

    27 downloads

       (9 reviews)

    Submitted

  17. Controlled System

    A techbase inspired mainly by E1M7 and Nicolas Monti's wads I guess. This is mostly me playing around with a couple of ideas I had for a while, such as using radiation suits instead of keys.

    57 downloads

       (9 reviews)

    Submitted

  18. Aarrghh!

    This is an incomplete episode of four maps. See the original txt (in the zip and appended to this document) for comments on the individual maps.

    36 downloads

       (9 reviews)

    Submitted

  19. BUNNINGS.WAD

    This WAD file comprises three levels at the start of Episode 2

    22 downloads

       (4 reviews)

    Submitted

  20. Base_16

    You were beamed down from your mother ship to kick but. Do it and get out alive!

    44 downloads

       (10 reviews)

    Submitted

  21. Birthing Pools

    A simple remake/re-imagining of the Spawning Vats level from Episode 2 in Doom.

    58 downloads

       (7 reviews)

    Submitted

  22. Castle of Fear

    This was originally made for Doom the Way id Did as E3M8. I eventually removed this big chunk of the level and kept the part with the Spiderdemon. This is made in a strict Peterson style so expect lots of texture misalignments, unusual wall-floor combos, and all that stuff.

    41 downloads

       (9 reviews)

    Submitted

  23. Apokalypsis

    Episode 4 replacement for Ultimate Doom

    61 downloads

       (8 reviews)

    Submitted

  24. BERSERK.WAD

    Total Chaos, Lots of weapons hidden everywhere!

    31 downloads

       (4 reviews)

    Submitted

  25. Clear Focus

    A small base level to get your focus cleared. The level kinda follows the DTWID rules so it feels more like an id level but isn't. Any minor alignment errors found were intentional and should not be of any concern.

    41 downloads

       (8 reviews)

    Submitted

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  • File Reviews

    • By rdwpa · Posted
      The custom textures are fantastic. If you're a mapper seeking a change of pace from the usual Scythe 2 Egypt, both ISIS.wad and Osiris.wad, which provided some resources, permit use of their assets. (Although they would need cleanup to gel with the most polished of modern styles.)   By modern standards, ISIS.wad hasn't held up, either the name or the gameplay. Outside of a few moments, it stays at a difficulty that makes the early parts of Doom 2 feel like a TimeOfDeath map. The bigger issue is that it is also huge and confusing, with progression being lightly marked at best. Near the end, I unwittingly teleported to the start, and I had to reload a save to avoid minutes of backtracking. All the monsters are stock, so if forced to replay it, I'd either use -fast or throw on a gameplay mod that buffs monsters. The saving grace is that the textures make the outdoors and caves look pretty.
      The text file suggests using Doom Legacy, but few people in 2020 know what that is. Fortunately, the wad ran perfectly for me in GZDoom. It requires jumping and swimming.   Bumped up a star for the cool assets, especially since many were crafted by the author.  
       
    • By Walter confetti · Posted
      "Aah, that hurts!" It hurts indeed, annoying (movie?) sound clip used for player pain, it hurts a lot. This map is not that atrociously bad, actually. Layout is nice and pretty open, and the "throne" room (without a throne) is the best part of the level, but unluckily there's this teleport crazy thing that runs troughs the various sections of the... castle? Tomb? I see more some kind of castle theme here, but i digress, let's return on topic. Ok, there is this teleport travel stuff all around the map that join together the various sections of the map, at the first time it works fine and it's a pretty cool thing, but then things starts to going crazy after you reach the yellow key door (that is, for some reason, hidden from a computer panel and the switch to reach it is hidden too in a alcove that i had to noclip for reach it) and the teleport in the middle of the rooms that randomly spawns you in some random place, and this by touching a complete random teleport line. Wonderful, you don't have the idea. Also, after taking the red key, i've been stuck for quit a long in the already mentioned "throne room" and i had to cheat for finding my way by noclipping almost half of the map. Gameplay is not hard, but... this thing is unforgiving with you. Forget to take the computer map in the cyb's cage? Forgive even to proceed in the damn map! Miss a switch, a teleport line, anything? Game over, man. Also the thing placement looks like is all around the place sometimes, but that's a (really bad) habit of old time maps... Also, is most probably me that i missed out something, but this map have a exit? I didn't find out in any way! Ah yes, the sound effects are mental, this weird ass shit turns you crazy, if not the bad choices with teleport sections didn't it already. Top class. Also, it uses somes of the zombie voices from Eternal Doom (and before that Laura Bayer)? Ok....   In short: a pretty forgettable 1994 map expect for a pair of locations with some of the ugliest sound effects you can ever heard.    
    • By rdwpa · Posted
      This is a clever early-career speedmap by Obsidian, in one of his favorite settings, a small archvile-infested library. It has a couple of puzzles and much of the combat is unconventional: stuff like tysoning, pacifism, and forced partial invisibility.    The gimmicks aren't bad, and a lot plays well, but I disliked the blue key section:   Two other reviews contain factual misrepresentations: the early revenant can be comfortably skipped until stronger weapons are attained a short time later, and a certain vile trio never appears if you stay pacifist during that one segment. (The map even warns you, through unmissable sector letters that spell "silence.")
    • By rdwpa · Posted
      In early 2014, in the more innocent landscape BTSX hadn't fully colonized, Memfis invested his quirky energy in making enjoyable maps rather than LARPing as a forum villain. You could say he yakfaked himself before he bzzraked himself.   In Continue, barrels and rockets and plasma -- plus the overpowered SSG -- make for a satisfying five-minute lark through a utility plant. Monsters are skillfully placed for pure satisfaction. The visuals are oldschool, from the Kama Sutra era, and later progression is cool: you parkour like a goat over features that initially seem decorative, and the final area can be accessed in two different, involved ways.
    • By iconofeggsafe666 · Posted
      has some good music and somewhat good jokes.
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