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  1. CROSS.WAD - An example of a new level.

    [Note by the uploader: This is one of the very first pwads at all, made without all the tools, that came later. Read MAKE-LVL.TXT.]

    This is a very simple level; square room with four small corridors leading off it. Designed for deathmatch (the more players the better).

    It's small because it was designed by hand. (And building node trees really isn't that much fun). After I made it I realised that there wasn't any way to leave the level so I made a wall with switches in that end the level (it's a kludge, I know...) If anyone has any questions about making levels, or would just like to say how much they hated this example then feel free to email me at the address shown at the top.

    Alistair

    18 downloads

       (14 reviews)

    Submitted

  2. BUNKER5.WAD

    Bunker5.wad was designed specifically for DeathMatch play. I tried to take all of the best features from the many different levels that I have played and put them into one level. Many of my ideas came from the people I have played against (there are many of you - you know who you are). Bunker5 has been revised several times and I believe I have gotten all bugs and problems out of it. It turned out a little larger than I had expected, but I believe it to be a very interesting and challenging level. There are a lot of secret places, false walls, and a cool bunker that is impenetrable...... Well Almost! See if you can figure out how to get to the BFG9000, invincibility, inviso, etc.

    "Ultra-Violence" has a lot of monsters, so be ready. If you don't care for monsters that much, play on "Hurt Me Plenty", which has far less monsters.

    If you find any problems or bugs, or if you have any ideas or feedback, please feel free to send me (HANS) a note on DOOMER'S CRYPT (numbers above) or here on AOL (My handle on AOL is DMCRYPT).

    2 downloads

       (0 reviews)

    Submitted

  3. ARENA_D1.WAD

    A large arena, with complex temple located in its centre, Surrounded by a tunnel network and grandstands. Major death on Ultra-Violence

    FEATURES: Specifically designed for Deathmatch but can be played in single and Co-operative modes as well.

    - Teleporters to many locations throughout the level - Secret weapons and powerups - Large open central area for those head to head battles.

    2 downloads

       (0 reviews)

    Submitted

  4. CityLife

    A grey city in the night.

    7 downloads

       (4 reviews)

    Submitted

  5. DEATHMATCH LEVEL: AGGADOO

    Sort of a grid kind of thing with bits tacked on. Some brilliant ambush points. This level is a great skill leveller. You run around. Shoot each other. What more can I say?

    2 downloads

       (0 reviews)

    Submitted

  6. The Chasm

    Primarily a DEATHMATCH - you fight offaround a chasm filled with lava. There are thin bridges to cross in various places, allowing you and you adversary access to the awesome arsenal of automated armaments that DOOM has to offer! (Whew! What alliteration!) All the weapons are available, and one CAN commit suicide...

    3 downloads

       (0 reviews)

    Submitted

  7. The Brain

    A fun deathmatch level replacing E2M2. You are clearing up on Phobos when suddenly you are teleported into a giant squid's brain along with all your buddies. Oh well, since there's no monsters here you might as well slaughter each other. Includes v1.666 linedefs (fast doors).

    3 downloads

       (0 reviews)

    Submitted

  8. BOOTY2.WAD

    This is my second attempt at a Deathmatch level. I think this level is much better. This level contains all of the guns.

    3 downloads

       (0 reviews)

    Submitted

  9. air walk

    This wad was made for deathmatches. It does allow for single and co- operative play, but it would probably be boring. Are you good enough to do the air walk?

    6 downloads

       (4 reviews)

    Submitted

  10. Bugger

    Deathmatch, so get out there and KILL

    2 downloads

       (0 reviews)

    Submitted

  11. Bugger 95

    Deathmatch, so get out there and KILL

    2 downloads

       (0 reviews)

    Submitted

  12. CYRC.WAD

    DEATHMACH-Thing Some Circles Fun because there is no corner to hide and save your back.

    (Try out: THOS_02.wad, STAIRS.wad, LIFT.wad, RALLE.wad, ASYM.wad, CROSS.wad and all the other Pwads I've created...)

    4 downloads

       (1 review)

    Submitted

  13. ASYM.WAD

    Nice DEATHMATCH PWAD Small

    One room is full of teleporters these are ment for the funny teleporting-to-death-game! (if you don't know what this is: teleport yourself while playing DM stand still until the enemy uses the teleporter)

    (Try out: THOS_02.wad, STAIRS.wad, LIFT.wad, CYRC.wad, RALLE.wad, CROSS.wad and all the other Pwads I've created...)

    1 download

       (0 reviews)

    Submitted

  14. cross.WAD

    In this new and exciting deathmatch-Pwad you'll find no cross at all. It's called cross because of the huge cross in the open-air-arena I wanted to design, but with ver
    But - guess what - without this cross the DM-playing still works and is still mutch fun.

    Perhaps this Pwad is a little to big for two players, so...

    (Try out: THOS_02.wad, STAIRS.wad, LIFT.wad, CYRC.wad, RALLE.wad, ASYM.wad and all the other Pwads I've created...)

    5 downloads

       (3 reviews)

    Submitted

  15. ATHEIST

    Just a Deathmatch WAD.

    2 downloads

       (0 reviews)

    Submitted

  16. Deathmatch Arena

    A cool deathmatch level designed like a sports arena. A few monsters, no exit.

    2 downloads

       (0 reviews)

    Submitted

  17. check2.wad

    Small fast moving deathmach game. You will be puzzled for a while by the transporters. You seem to be in the same room but you're not.

    2 downloads

       (0 reviews)

    Submitted

  18. Clack.WAD

    The name "Clack" has nothing to do with the level, it's just the first thing that came to my mind. Basically, it is a D-Match level based around the idea of keeping the level small, and round, so that you can always run away. It is a risk getting the sphere for you are vunerable from all angles, and if you are blind sided, you'll be swimming in stingy green stuff. Only weapons are fist, pistol, shotgun, and chaingun...(unless of course you stumble across the secret.... hehehe)

    2 downloads

       (0 reviews)

    Submitted

  19. b_risk.wad

    Small game; lots of action. You have

    3 downloads

       (1 review)

    Submitted

  20. aweema.wad

    The main room is filled with walls that you can't see through but can run through and shoot

    2 downloads

       (0 reviews)

    Submitted

  21. Bungalow

    This Deathmatch WAD has seen many variations of weapon placement. The heavy weapons and ammo are inside the bungalow to encourage you to enter. If you rebuild this level you may need to up the split level to 12 to cope with the WC! (In my experience using Windeu)

    2 downloads

       (0 reviews)

    Submitted

  22. Bunker

    This is a level intended for DEATHMATCH and COOPERATIVE play. One player (player 1) starts in the bunker. The other players start in a Blue area. NOTE FOR PLAYERS 2-4: DON'T SHOOT AT EACH OTHER!!! Players 2-4 are supposed to gather ammo at this point. Then they will get to the battlefield, ready to KILL, KILL, KILL!!! The story is this: player 1 gets mucho ammo and armor, but little health. Players 2-4 get mucho health, but not to much ammor, or ammo. Players 2-4 should help each other out to kill player 1. Or just KILL KILL KILL!!! I don't care.

    2 downloads

       (0 reviews)

    Submitted

  23. Augustus Caesar 2nd

    Pure deathmatch design. Well balanced placement of weapons and ammo. This level offers a real challenge to experienced deathmatch players. The more advanced weapons require some risk to obtain.

    2 downloads

       (0 reviews)

    Submitted

  24. Bridges

    Focused on overcoming the non-3d aspects of the doom engine. This deathmatch arena includes multilevel crossover steping stones. All the weapons are here, but BFG is tough to get to. Plenty of ammo for a gorefest. If you find backpack by searching, I'm impressed. Small enough there is little hunting with two players, but large enough 4 shouldn't trip over each other.

    2 downloads

       (0 reviews)

    Submitted

  25. Castle Doom

    Somehow you got transported back in time(with your enemies) to the midevil time. So go kill!

    2 downloads

       (0 reviews)

    Submitted

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  • File Reviews

    • By tempdecal.wad · Posted
      Um lol the TITLEPIC, also this wad lets you shoot crates to lower them and get ammo, and I like how the Minecarts puzzle was recreated using only Pain Elementals, however I have to say this isn't really well done, the puzzles are weird and you're expected to hug, shoot and press walls and some weird "Dormant" monsters, I applaud the effort that went into recreating the layout of the level, could use some 3D Floors and some Slopes though, but the visuals aren't all that great and the puzzles are somewhat different so if you haven't played the original level this will confuse you even more than their Decay counterparts, partly due to lack of hints and the weird and confusing visuals (I keep using the word confusing but there's really no better way to describe it).   1 star for the layout Faithfulness (barely), 1 star for naked Rosenberg.
    • By BaraKornel · Posted
      Fun map, with some decent design. I don't get the last teleport though, where the player can use the teleport to teleport to exactly the same place.
    • By Nine Inch Heels · Posted
      I've never done a review for a rocket jump WAD, so this might turn out somewhat like a ramble. Apologies in advance if it does.   I picked up RJSLOTH while learning the most basic things about rocket jump maps. That said, I really should have waited with this WAD until later, when I'd be more consistent with basically everything this genre entails. For those of you who have never made contact with this genre I'll have a short description in the spoiler below:

          Even map 02, in spite of being dated in the sense that it was made prior to some discoveries in rocket jumping, turned out to be somewhat demanding at first. However, as is the case with many ToD maps, there are consistency checks here that really helped me to get some moves into my muscle memory with brute force. Especially things that require precise timing are something that you either learn to do properly while you play this, or you give up trying. The map also features some "combo-jumps" in places, basically as "highlights" of a given section to round off the package. I'm glad I didn't give up. Beating map 02 felt really good.   As for map 10, which is a brutally tuned up version of map 02: You're looking at something that seems to have been built in a laboratory with a calculator. Each one of the jumps there requires extreme precision, and if you're anything like me, which means you're still looking to become consistent with the techniques for "(relatively) modern rocket jumping", you should only attempt this map during a weekend or so, because it could take you "some" time to nail these trick shots perfectly. I didn't manage to finish this map yet, but from the obstacles I have made it past I can tell that this map, as well as map 06 of this WAD, is aimed at people who can do certain tricks of ZDaemon rocket jumping blindfolded. Being able to build maps like this, so precise and unforgiving without feeling totally unfair is an impressive feat for sure, but for my tastes and current skills it is almost impossible to "digest", also due to the sheer size of map10. I will come back to it eventually though, because I wanna see the end of it.   The only reason I'm not putting down 5 stars here is that these maps are a little bit too repetitive for my liking in places. Obviously that's an easy impression to get when I can't do things very cleanly, which results in repeated attempts, so take this reason with a grain of salt and you'll be fine.
    • 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.  
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