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20 files

  1. WILDMTCH.WAD

    OK Deathmatch lovers. Here it is !!! I've played alot of deathmatches so I knew what I wanted. It's not so big ya spend all day looking for each other. It's in an arena format where 2-4 people can chase each other around for hours and never get bored. Lots of places to hide and ambush. Also fun coop and alone. A must have !!

    6 downloads

       (2 reviews)

    Submitted

  2. Zone

    Designed specifically for DM 2.0 with respawning monsters.

    2 downloads

       (0 reviews)

    Submitted

  3. </\>arzone the Epsiode

    These WAD's have been first published on the Camelot BBS. The levels were first publihed in separate WADS /zips and then compiled togeter into the episode WARZONE0.WAD. Most of the levels have been modified before inserting them in the episode. They are there more complex with additional areas.

    WARZONE0.WAD (E1M1 - E1M7 & E1M9) - Description: Are you tired of being stuck on the last level of an episode during a deathmatch? Play this wad with a friend or two and you will have that problem no more! Originally published in warzone0.zip.

    WARZONE.WAD (E1M1) is E1M6 in WARZONE0.WAD. That E1M6 is newer and more complex. Originally published in warzone.zip. WARZONE1.WAD (E1M1) --> newer version of WARZONE.WAD with some little changes. So it's also the base of E1M6 in WARZONE0.WAD. Originally published in warzone1.zip. WARZONE2.WAD (E1M2) --> another version as E1M2 in WARZONE0.WAD. Originally published in warzone2.zip. WARZONE3.WAD (E1M3) --> another version as E1M3 in WARZONE0.WAD. Originally published in warzone3.zip. WARZONE4.WAD (E1M4) --> another version as E1M4 in WARZONE0.WAD. Originally published in warzone4.zip. WARZONE5.WAD (E1M5) --> another version as E1M5 in WARZONE0.WAD. Originally published in warzone5.zip. Scott Fisk is the co-author of this WAD. WARZONE6.WAD (E1M6) --> another version as E1M1 in WARZONE0.WAD. Originally published in warzone6.zip. WARZONE7.WAD (E1M7) --> another version as E1M7 in WARZONE0.WAD (only minor changes). Originally published in warzone7.zip. WARZONE9.WAD (E1M9) --> another version as E1M9 in WARZONE0.WAD (only minor changes). Originally published in warzone9.zip.

    4 downloads

       (2 reviews)

    Submitted

  4. Zone 13

    Zone13 was designed mainly for net doom play, though it is large enough to be a good single play level (I included a hidden exit.) The level has all the weapons in multi-player mode and a good variety of items, in single player form there's plenty o' monster-wasting to be had.

    3 downloads

       (1 review)

    Submitted

  5. YOU CAN RUN BUT YOU CAN'T HIDE

    1) This .WAD file is for deathmatch only, it is pointless to play it by yourself because there is no EXIT! 2) Weapons: Well, all of them. 3) This .WAD was designed using DE_260B2.ZIP. This is an excellent DOOM utility. 4) Shareware this is not, it is BEERWARE. If you like the .WAD drink a beer in honor of the programer.

    The idea behind this level is to play with one other person in a deathmatch game. As stated before, it is pointless to play it by yourself. The level is set up so that both players start in good starting places. I recommend you use -respawn because there aren't a lot of monsters. To run the game either use the batch file that is in the dir. or type (while in your doom dir.)doom -file YCRBYCH.wad.

    7 downloads

       (5 reviews)

    Submitted

  6. yikes.wad

    Deathmatch game. Most the action takes place in one large room. Look for secret doors in the halls with blue armor. If you find yourself in a little room with a window high up in the big room, try clicking on the different wall textures and look out of the window to see what happened.

    3 downloads

       (1 review)

    Submitted

  7. yolo.wad

    Contains some unusual transporters. Look for arrows on floor. Some or most of the

    5 downloads

       (4 reviews)

    Submitted

  8. WSCHEAT

    This wad is meant to be used primarly for multiplayer games such as deathmatch. By learning the secrets of this wad you will be able to give yourself the upper hand over your fellow players by being able to lock yourself in a transparent control room and unleash several groups of monsters on the other players. From behind the protective barriers you can watch them battle the monster you send at them. You can also help them out via secret passages. To get you started there are eight hidden swith's In the largest room of this wad shown below.

    Bigdoor ------------------------- - - - - - - - - - - - - - - - Player 1 -E (By pool of blood) - Start Positon - - - - - - - INVISIBLE WALL->-=======================- - - D - - A - - C ------------------------- B

    Switches (SWITCHES ARE ACTIVATED BY PRESSING ON THE APPROPRIATE PART) (OF THE WALL) ) A = RAISES INVISIBLE WALL SEALING YOU IN THE BOTTON PART OF THE ROOM B = LOCKS THE BIG DOOR ON THE OPPOSITE SIDE OF THE ROOM SO THE OTHER PLAYERS CANNOT ESCAPE C = RAISES THE MAIN CONTROL PANNEL WHICH ALLOWS YOU RELEASE DEMONS AND OPEN THE SECRET PASSAGE LOCATED BY SWITCH C D = LOWERS THE INVISIBLE WALL E = ENDS LEVEL JUST IN CASE YOU EVER FIND YOURSELF ON THE OTHER SIDE OF THE BARRIER AT THE MERCY OF ANOTHER PLAYER

    LIGHT BAR INSIDE SECRET PASSAGE = PRESSING ON IT UNLOCKS THE BIG DOOR

    STEPPING IN THE BLUE ROOM (IN THE SECRET PASSAGE) = STARTS CRUSHING CEILING KILLING EVERYTHING IN THE LARGE AND SMALLER HIDDEN ROOMS. Use last or you will kill all the monsters as well as the players.

    STEPPING IN THE RED ROOM (IN THE SECRET PASSAGE) = STOPS THE CRUSHING CEILING

    5 downloads

       (3 reviews)

    Submitted

  9. Wasteland

    A wasteland deathmatch only. Use the -nomonsters command or deal with the hordes of Revenants all over the level.

    4 downloads

       (2 reviews)

    Submitted

  10. Wet n' Wild

    Deathmatch! Simple level design, yet great strategy in killing your opponent. Easy to catch on, even beginners will have a chance against the DOOMERS. Played it for many hours straight.

    2 downloads

       (0 reviews)

    Submitted

  11. Wexman WAD version 4.0d

    Wexman Wad, 27 levels of pure Deathmatch excitement. Once you have played this Wad, all other Deathmatchs will seem like walks in the Park, and half as enjoyable. This is the only complete 27 level Pwad that is designed for deathmatch that I know of. Not only are the levels made for deathmatch, but the new graphics have been used so you can't get board of a level. Also new music has been written, if your a serious deathmatcher you've probably heard the DOOM music thousands of time, well this Pwads will be a nice break then. Also the sounds will not let you down, well, just listen to them, I'm sure that you can figure it out.

    This Pwad was designed for deathmatch, all the levels have 8 deathmatch starting location and at least 8 sets of complete weapons (shotgun, chaingun, plasma gun, rocket launcher), only a few selected levels have the BFG 9000. No level has a secrets to find, so if one player knows where the secret is and the other does not they have an advantage. All the levels were designed with fairness in mind so the best Deathmatcher will win.

    Even with the levels made for deathmatch this Pwad can be played in Solo or Co-op modes. I find that this Pwad can help get you ready of a deathmatch if you don't have anyone to practice with. Co-op might be fun, but I've never tried it, just make sure you set the skill level high so there will be a lot of monsters to kill. Good Practice Levels are E2M7, E2M8, E3M7.

    The Missions are set-up so you can pick the type of deathmatch play that you want. Mission 1, is Medium size levels, for 2 player hunting/action deathmatchs, or pure action with 3 or more. Mission 2, is medium to Large sized level, for 2 player hunting, or 3 or more for action/hunting. Mission 3, is small to medium sized levels, for 2 player action, or 3 or more is pure chaos.

    So why would you even think about playing any other deathmatch level?!?! Having to either form a 9 level Pwad or reconnecting is not worth the pain especially when this Pwads was created just for deathmatching, and with 27 levels it's sure to have some levels that everyone can enjoy.

    SO WHAT ARE YOU WAITING FOR, DOWNLOAD THE FILE!!!! SURE it's large, but it's probable the last deathmatch PWAD you'll ever need!

    2 downloads

       (0 reviews)

    Submitted

  12. Take a Leap of Faith!

    This is a pure deathmatch level. This is my first level so don't expect much. I tried to cover most of the good aspects of DOOM as best I could. All I can say is there is always a way out of every corner, so don't give up. There aren't many mosters so playing it on single player isn't too fun, but I did have some fun with the teleporters. There is a way out of every situation. Please E-Mail me and let me know what you think. Oh ya...and enjoy!

    6 downloads

       (1 review)

    Submitted

  13. Wanna Boogy?

    Wanna Boogy? is a DOOM I deathmatch only level without any monsters except your friend-become-prey. It's stricktly move fast and kick ass from begining to end. The level consists of another arena (12 sided) surrounded by hallways. Four Teleporters in the central arena take you to Weapons, Ammo and Goodies depending on the Skill level chosen at start (The higher the Skill level, the nastier the Weapons. However, when you return from your trip, your friend might just be waiting in front of the Teleporter ready to blow your head off. The return Teleporters will beam you to one of the Hallways surrounding the arena. Each Teleporter takes you to a specific destination, so it is possible to determine a final destination and wait for your buddie to appear. There are windows in the hallways looking out over the arena, and they make for good ambush sites. The players start in one of the four connected hallways adjacent to the arena. They will each find a Shotgun and Chaingun to start them out. This level is great in DEATHMATCH 2.0 as well as regular Deathmatch. There is plenty of opportunity for ambush.

    2 downloads

       (0 reviews)

    Submitted

  14. WANTON.WAD

    Take on the hellish creatures of doom on their own turf! First, you will face flying skulls on a precarious path in their dark and fiery home (with teleporters should you accidently slip "ooops"). Then it's off to the playground of the cacos a place of great heights and quite a bit of slime. Should you be lucky enough to survive that, you will be plunged into the blood maze of the demons. A rather disgusting place where even the walls bleed and most likely so will your knuckles. You will find very little ammo here, bezerk is your only friend, and the return trip is even worse. Finally, you will be roasted in the cave of the barons and that's still not the end. To reach the exit you will return to the arena, which should be filled with corpses already, and cower in front of the final and the largest (quite possibly) horde of hell spawn ever assembled. This level is WANTON.

    2 downloads

       (0 reviews)

    Submitted

  15. Zorf

    Constant action DEATHMATCH 2.0 levels.

    2 downloads

       (0 reviews)

    Submitted

  16. ZOOP .6 beta. Full release will include a Doom2 WAD. Should happen this week.

    Burnt out crater, with surrounding hallway. Deathmatch only, no monsters, but suitable weapons. Doom Early teleporter testing sight. Heretic Cool crater, no plot. Doom2 This ones coming, sit tight.

    3 downloads

       (0 reviews)

    Submitted

  17. VICTIM.WAD

    One of the deatchmatch competitors has to enter a bunker-like stronghold by using the teleporter in the north of the starting-room. Once used this teleporter is sealed. The other ones are his victims, and THERE ARE ways to kill the bunker dude. Inside the bunker are six rooms, connected by teleporters. The main platform in the middle of the area is the main lookout and connection to four sniper positions. This looks like that:

    x

    x O x

    x

    where x is one of the sniper positions and the 'O' is the main platform. Remember: By using the teleports quickly, you are able to travel from south to north faster than a rocket. The fifth teleporter in the 'O' (which walls are only transparent from the inside, but can be shoot from outside) is the connection to the control room. Here you are safe (Ok, I build in a trap to keep my friend from entering it), you have all weapons and ammo. Important: There are six buttons in this room. More important: Press only one of them until the victims have handeled it (One button rises the bottom of one of the six holes in the area. PRESS ONLY ONE OF THEM, because if there are a lot of cybers outside, you have two problems: 1) THEY kill your victims, what means you don't get many frags. 2) If there are more that 2 of those guys outside, it's hard to know where they are and then maybe a rocket (or ten or more) passes trough the small windows of the sniper positions and that's it. (The main platform is too dangerous with cybers out there, because THEY can (unlike your victims) see you (and kill you) through the walls.

    * The game is over when the bunker boy is dead (No one will be able to reenter it). * For use with altdeath only. * Be warned of upset friends.

    2 downloads

       (0 reviews)

    Submitted

  18. Deathmatch in an Art Gallery

    AND CREDITS

    9 downloads

       (5 reviews)

    Submitted

  19. Yes!.zip

    T3.wad spinoff, sort of. Great Deathmatch!!!!!!

    3 downloads

       (1 review)

    Submitted

  20. ZRAT [pronounced "Zee Rat"]

    Designed especially for DEATHMATCH. Also good for single-player and cooperative play. Includes new graphics, made from scratch by the author, including animated "worm" walls and floors.

    5 downloads

       (3 reviews)

    Submitted

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  • File Reviews

    • By DJVCardMaster · Posted
      Yes, those are maps made by me a long time ago, but someone uploaded it without my permission to idgames, and used my ZDaemon tag as Author. Probably people from the GL clan, I've never bothered to ask idgames to remove it tho'.

      I've recycled some maps from this mapset for The Ultimate Twango, with better gameplay and Vanilla compat, you can check those, I swear those are ten times better now.

      This is why I don't care that much about interactions with online games, as interactions end up being childish as you can see at the comment section of this map, aswell as uploading others' stuff without his/her permission. Lame.
    • By PsychEyeball · Posted
      One of the earliest community projects to be compiled, Community Chest is a 32-map joint effort from many mappers in 2003. The rules: use only stock textures. The sky is the only limit. (Ok, or Boom's engine limits)   This WAD is a good time capsule to be reminded of what the Doom community was cooking in the time, but for many, including myself, it will not be a good Doom experience. These maps have not aged gracefully for the most part and favor long, sprawling and obtuse switch hunts where the goal is figuring out what exactly the author of the map wants you to do. With a few exceptions, the combat doesn't pop in a satisfying way and when it brings up the heat, it oftens does in an unfair manner.   The number one negative of this WAD is that maps are often way too long and outlast their welcome. It feels as if many mappers wanted to deliver their magnum opus and go for the giant, epic level with many different paths and things to do, but sadly, these levels do not know when to quit and they progressively get more and more aggravating. Use3D (Maps 12, 13), Kaiser (Maps 10, 15, 26) and Sphagne (Maps 21, 23, 27) are likely the prime offenders of this rule, the latter of which also loves to include extreme resource depravation to the mix to make the proceedings even longer than they need to be.    Unfortunately, not even the smaller maps can lift the WAD above mediocrity for a single reason: a lot of the smaller maps fail to leave any kind of impression to the player, as they are a little too by the numbers and forgettable. Most of Bad Bob's output feels interchangeable (Maps 4, 8, 9), I can't remember anything about Alex Parsons' levels apart from them being short (Maps 3, 11) and Gene Bird's maps, while mostly inoffensive, look outright primitive even for 2003 (Maps 7, 32, 19, 28). This would be forgiven if the levels had good action, but the encounter design mostly feel random and scattershot, killing any chance they will stick in your memory for a good reason.   Sometimes, the WAD decides to get a little more quirky and maps decide to do their own thing. This leads to either successful moments or disaster. Ultimate Doomer's map 1 might be the single worst way to start a megawad, leading you on a mostly pistol-only journey where one will be expected to pistol cacodemons and mancubi to death. In Map 20, the purpose of invading a demon base to plant a bomb and escape in 2 minutes is very tantalizing, but Ultimate Doomer's random use of voodoo dolls standing around the base partially ruin what could have been a great level. Metabolist offers the finest slice of action in the whole WAD, filling up a micro-map with no less than a demon army. (Map 14) The proceedings only take about 3 minutes, but the carnage leaves you refreshed. Archvile46 offers the most explosive map opening in the WAD (Map 25), but the infinitely tall monsters make this first fight utterly miserable to get your footing on, all while having minimal weaponry and ammo. Elsewhere, Thomas van der Velden goes for a more charming approach, with a laid back romp through a quaint and nicely decored police station (Map 2) and a cordial Icon of Sin fight with a cute gimmick (Map 30). Magikal (RIP) serves us Map 6, which is more of a "puzzle" map. However, the solution to most of the "puzzles" revolves around pushing everything until something happens, then find out what happened.   Speaking of Magikal, we now have to adress the elephant in the room: Map 29 - Citadel At The Edge of Eternity.   Many maps in CC1 try to be a magnum opus and fail miserably. However, this map is 100% deserving of the moniker; this is a painstakingly crafted level which is gargatuan, breathtaking, and also completely infuriating. No part of Citadel is obvious or easy; you're thrown in a world where most of Doom's rules don't apply. Anything can be a switch leading toward the next step and the encounters are brutal, especially on a pistol start. The citadel and the outer mountains are full of monsters who will constantly hound you no matter where you are outside. Revenants hide inside guard towers spread all over the citadel. Highlights of the map involve: a giant tunnel with stealthy chaingunner hideouts, a daring strafe-run sequence where you must run amok the entire side rempart, the agonizingly slow elevator puzzle room and the impressive, yet buggy 3D bridges that spiral upon themselves. The most impressive combat showcase happens once you use the red key: you're set upon the bottom of a massive fortress rempart filled with countless hitscanners while sideways cages of hell knights and revenants pelt you with projectiles. It's like fighting a major war all on your own and even if you had super weapons (which you won't have on a pistol start) they'd be useless against the fortifications the demons have set. Progress in this map is often glacial, with you having to give your all to gain every inch and it'll often come to a complete halt as you're stuck figuring out what the next step is. Like in Map 6, Magikal has many diabolical "puzzles" that will leave you scratch your head pondering how would anyone find this naturally. It took me almost 4 hours to beat this map on my first try on UV difficulty, with gratuitous saving and reloading. By the time I was done, I was tired, exhausted and filled with a certain form of impotent nerd rage as I was pondering what the hell I just played. I can't help but be amazed at what Magikal accomplished, as this map is definitely a one of a kind that no one has come close to match in terms of overall scope (Eviternity 2's MAP 36 might be the closest sibling this map has). On the other, I didn't enjoy playing most of this map and I can't imagine anyone will enjoy it either.   So in the end, many of CC's maps are unecessarily bloated, some are featureless and in this 32-map pack, I can say I liked about 6 maps in total. Many of these maps have a certain hustle that warrant respect, but respect doesn't always translate to fun gameplay. If you like your maps to be on the exploratory side, you will likely find something to like in this map pack as many maps fill this bill. But the action in this WAD is either turgid or way overclocked for the common Doom player. Approach at your own risk.
    • By video_ouija · Posted
      Simply put, masterpiece.
    • By Cruduxy Pegg · Posted
      This wad is different from any other mapset you'll play. some maps are very good with gimmicks and creativity you won't find in other mapsets.. other mapsets are  the most annoying puzzle hunts in gigantic maps you'll ever see as well. actually the bigger maps were usually easier to finish quickly than smaller ones, the small ones were usually padded to high heaven with stupid progression, keys and annoying as hell build the stairs switch hunts. If you want to play it I highly recommend just using a guide or cheat using doom builder as the dumbest puzzles in this wad are usually switches you don't even know exist (like an x on a random wall on a gigantic castle to continue).   I didn't play this mapset to the end either, the last third of this mapset is very annoying and I only enjoyed like 2 of those maps before quitting on that almightly annoying map26 which goes on and on and when you think you finally found the exit it takes you to a trip in time to what seems like a re-imagination of the most annoying map in Enigma (I don't hate Flynn's maps, actually I like his master levels and a lot of maps in engima).   Sadly I didn't get to experience the legendary reputations of map27 and 30 but I don't think I want to even try.   Note: This isn't the first time I played the first half of this mapset, previously it was in multiplayer and it was still very annoying to play and most players gave up in the last third of this as well.
    • By costadevale · Posted
      It may not have that "id essence" the original DTWID has, but it has a level of abstractness that I really like. Kind of like a 1994 wad, but miles more polished. This is not "below amateurish". RIP phobosdeimos1.
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