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189 files

  1. Poison Hub

    A first attempt at making a reasonably sized DOOM map. It has quite a few outdoor areas included, and all three keys are used. I've tried to make it slightly non-linear so that it is more interesting.

    26 downloads

       (10 reviews)

    Submitted

  2. PhobosDeimos Anomaly

    A collection of twelve classic-style maps by Phobosdeimos1, originally designed for "Doom the Way Id Did."

    These maps, while perhaps not "id-like" in the strictest sense, are wildly creative and fun to boot. A must-play for those with a classic Doom itch to scratch.

    Xaser says: In light of Phobosdeimos1's passing in 2012, I thought it fitting to release one of his final gifts to the community as a standalone pack. He showed great enthusiasm for the project and was one of the most prolific mappers, with possibly more submissions than anyone else. While I'm an ill-fitting messenger to pass on his legacy, these maps absolutely deserve a release. R.I.P, good sir, until next life.

    37 downloads

       (12 reviews)

    Submitted

  3. Phobos Tunnel

    The underground passage that links the Phobos toxin refinery with the military compound has been invaded by demons! If the attack isn't stopped, chances are that Phobos may suffer the same fate as Deimos. By disappearing, it would expose the main Mars bases to subsequent demonic onslaught.

    It is your duty to enter the maintenance rooms of this passage and clear any alien infestation, to delay their offensive before UAC military reinforcements arrive. If you discover any demonic portals or gateways, you are ordered to follow them through. Research by Dr Betruger has shown that these gates lead into habitable - if hostile - new worlds, and from your experience you should be able to survive them.

    The demo is recorded using AutoDoom!

    20 downloads

       (6 reviews)

    Submitted

  4. Incineration

    A replacecment for Episode 3 of Doom. Just maps in here no new music or graphics.

    87 downloads

       (30 reviews)

    Submitted

  5. E2MWalter

    A map for Walter Confalonieri's 31st birthday, made because he requested people do so on the Doomword forums. If you're playing Ultra-Violence and can get to the Berserk reference secret, be ready to recreate one of Guts' finer moments...

    31 downloads

       (17 reviews)

    Submitted

  6. The Room Below

    A TimeOfDeath map that should be compatible with the original vanilla Doom.

    40 downloads

       (9 reviews)

    Submitted

  7. Perfected Hatred

    After playing DTWID, nostalgia grew on me and I felt like building a E4-styled map. It's a mix inspired by E4M2, E4M3, and E4M6. I think I failed at delivering nostalgia, but I hope it's only because I built the map and there's no novelty factor. This is my first map in the last 7 years!

    There are enough supplies to get through, just play fine, don't waste ammo and you'll be ok. Secrets are meant to make your life easier and give you extra breathing space.

    26 downloads

       (8 reviews)

    Submitted

  8. Subdivision

    A small classic-style level for DOOM replacing E1M1.

    34 downloads

       (15 reviews)

    Submitted

  9. Rollercoaster of Doom

    From Palace of the Beast TXT: "...the first was 'Rollercoaster of Doom' (ROLLDOOM.ZIP), a comedy level I created while working on this."

    21 downloads

       (8 reviews)

    Submitted

  10. The Pumping Station

    Eerie assault on the Mars Toxin Pumping Station

    18 downloads

       (6 reviews)

    Submitted

  11. PANDORA'S BOX

    This, my second level, was constructed around a few of the ideas I like in some of the original DOOM levels, namely: The roof top walk in E3M3. The ability to shoot to later areas across chasms in E1M7. The idea of teleports and switches to create a route to the exit room in E3M7. It is difficult with many early distractions. It can be completed in many ways, despite the number of switches which have to be set in order.

    18 downloads

       (3 reviews)

    Submitted

  12. Rest In Pieces part VII

    Another deathmatch-only board, this one is a good bit bigger than some of the others. More-less it was a bunch of small ideas put into one. You have a BIG lift on the far left side of the board, a maze in the center (can you figure out how to get on the ledges?), and a rocket pit on the bottom. Frag 'em!

    16 downloads

       (4 reviews)

    Submitted

  13. Rest In Pieces part III

    How good are you at staying on ledges? Test your skill of such in this PWAD.

    15 downloads

       (3 reviews)

    Submitted

  14. Chris's Hangar

    A level created late last night (Dec 28th) out of boredom in the vein of E1M1, but enough difference that it's not an exact clone.

    27 downloads

       (12 reviews)

    Submitted

  15. Base of Sacrificium

    Small 1994 level for Doom replacing E3M3. In the style of Episode 3.

    28 downloads

       (14 reviews)

    Submitted

  16. PURPOSE.WAD

    This is an E2M1 level that could just as easily be an E1M1 version but to keep it out of shareware hands I made it an E2. (really guys, you should go ahead and register. You won't be disappointed.) The idea here wasn't to create a huge level but instead this is to be used as a launching point for additional levels/missions. The puzzles are basic and the shootouts (IMHO) are fun rather than always being cut-throat.

    22 downloads

       (8 reviews)

    Submitted

  17. POISONS.WAD

    A .WAD for you people that like hard levels. Lots of toxic channels and poisonous lava. Beware of the many exploding barrels or you'll be toast.

    15 downloads

       (4 reviews)

    Submitted

  18. Project Awesome

    This is a small set of short vanilla maps that my younger brother made, replaces E3M5 to E3M8.

    31 downloads

       (18 reviews)

    Submitted

  19. Deimos Entry

    Small 1994 level for Doom replacing E2M1. Classic E2 style.

    33 downloads

       (21 reviews)

    Submitted

  20. Planet Phobos

    Planet Phobos brings you a hole Episode of new levels in the classic layout of the Doom-episode "Kneedeep in the Death"

    This pwad for DOOM includes 10 maps. Nine of them are stored as episode #1, called 'Planet Phobos'. The tenth map replaces E2M9.

    1) CHECKPOINT 2) COMMAND BASE 3) CONTROL SQUARE 4) STORAGE 5) PHOBOS REFINERY 6) PHOBOS ODDITY 7) PRODUKTION PLANT 8) LAST OBSTACLES 9) PHOB'S END Only one tip. Do not enter that red elevator until you got powerful weapons and some ammo for them.

    10) LAST PRAYER The former secret mission of 'Planet Phobos' . I moved it to E2M9. So start episode 2 level 9 if you want to play it.

    I implented Deathmatch Mode. But notice that this Episode was NOT designed for it. Never the less I guess these missions are not to worse for deathmatch. But it is not a very good idea to play a Coop-game. The hallways and rooms on some levels are so narrow and so small that you would shoot up your friends all the time. That would turn the game in a kind of deathmatch. So why not play deathmatch right from the beginning.

    34 downloads

       (17 reviews)

    Submitted

  21. Planet Hell

    This pwad replaces episode #2 with 9 new levels. The level layouts and difficulty of these levels are compareable to DOOM's 'INFERNO'.

    This pwad include following nine brandnew missions:

    1.) Entrance 2.) Catacombs 3.) Lab of Horror 4.) Outcasted Building 5.) Bloodletting 6.) Weird Ruins 7.) Walk thru Hell 8.) Way out Sec.) Mysterious Halls

    Every single mission was designed to be great for single player games. But I know, very many of you love deathmatch showdowns. So I desided to add deathmatch starts and additional weapons. None of this nine missions is huge, all missions can be finished within 15 minutes, provided you do not fool around.

    50 downloads

       (32 reviews)

    Submitted

  22. Phobos Nexus

    A small map for vanilla doom.exe, I mixed hell and tech themes together, and came up with this, I hope you like it.

    26 downloads

       (7 reviews)

    Submitted

  23. PCDOOM.WAD

    A map that is the 4th floor of Ziff-Davis HQ at One Park Avenue, New York.

    More info about this WAD can be found here: http://rome.ro/lee_killough/articles/doomconf.shtml

    20 downloads

       (5 reviews)

    Submitted

  24. My Frist! Map

    This was my first Doom map. My first creation for any game, really. A tipical 1994 WAD -and made in 1994, too-, with random scenery and misaligned textures. Not very interesting, but I know there are players who enjoy ugly 1994 wads... A refined -and much better- version of this map, done in 1995, appears in E2M3 of my megawad NIVELES.WAD.

    22 downloads

       (8 reviews)

    Submitted

  25. Technician's Base

    A dark, small to medium sized base level with a classic touch to it that runs on Vanilla Doom.

    28 downloads

       (12 reviews)

    Submitted

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  • File Reviews

    • By Ofisil · Posted
      Great use of scripts to surpise you in all sorts of ways, and to keep you on your toes, and the detail is top-notch. Sadly, gameplay wise it leans more towards annoying rather than challenging, with rooms that leave little to bo breathing room, and a couple of encounters that are straight up unfair. Plus, the almost-way-too-happy power metal tune playing along feels completely out of place in here. The creator clearly has skill. This just isn't that enjoyable - at least for those looking for sth more closer to classic doom action.
    • By UnknDoomer · Posted
      Officially recognized but boring wad of 9 levels with large-scale maps. Nothing similar with original E1. The number of enemies grows as you progress - combinations of 200+ / 400+ / 500+ opponents vary.     Settings and other:   * GzDoom. * Mod Complex Doom. * 9 levels, 1 of them secret. * Difficulty - "Ultra-Violence".     * The exit to the secret level is on M3. You will need to find the blue key to open the door, which leads later to the secret exit. Before walk to another location, which opens with a secret red small switch.   Pros:   + M8. + Soundtrack.   Contras:   - Quite a standard set of mediocre maps. Nothing remarkable against the huge background of the mass of other wads. - Perhaps I missed something, but on the M8 one of the switches may not work and it will not be possible to enter the location in the south. So. Noclip. On the same map there is a strange separate square area with 2 mastermaydans in the west of the map.
    • By DoomShark · Posted
      - Old school map design from the 90s - Small maps - Easy to beat - Many unpleasant design features like uncomfortable narrow passages, many unnecessary switch flipping and boring repetitive actions,...      
    • By P41R47 · Posted
      To play this mapset properly on vanilla setting i use these files together: batman.wad vbatman.deh original molotov behaviour   I was a kid of around 9 or 10 years old when i first saw images of Batman Doom on some magazines and i rememer thinking ''holly heck, its surelly looks amazing and a Doom clone of Batman surelly will kick-ass''. But for some reason, when i finally got it on a bootleg wad CD-rom, i couldn't play it as intended as it was a break behaviour on vanilla, so i just played it on a source port, zdoom, like ten years after it original release. Be it the port, be it i didn't get much into it at that time, but i didn't enjoyed it much and i quit playing it just when i reach map21.   Now, i replayed it completelly. And certainly, this mapset is pretty advanced for 1999. Maps varies from being pretty short, to awe inspiring big. The texture work is amazing with tons of midtext usage for amazing effects. Every map has it merits, so i will showcase them a little:   -map01: we start on a rooftop, as our dark night is shown on every issue cover since it first appeared. After that, we jump to the street level and after taking some thugs, we take a subway to a different part of the city. The subway effect is just amazing, making you really feel like taking a train. After that we take down the gang leader and the maps ends. -map02: this is one of the most innovative things i've seen, especially made on a mapset from 1999, and this is non less than a Hub map. Yes, we see here the next objetive, take some health some ammo, a little secret, and then we go out onto the next crime thug on the run. Here start the episode of Killer Croc. More mapset needs something like this for awesome inmersion. Only other one i know that use something similar is Back To Saturn X made almost 13 years later, so yes, this was pretty advance for the time. -map03: we go down the sewers following the trail of Killer Croc, and we found some thugs down there, too. Theare are a lot of neat tricks in here. Thugs coming out of water and spilling it around, flowing water sound, raising water, some of the best looking fake 3D bridges. But there are also a few flaws, like an unobtaibale secret near the start, and some bumpty walk through the sewer area. -map04: is a Killer Croc's chase through some building complex and into the forest. Killer Croc fight is an outstanding moment, as it can really take the rocks from the ground and throw them to the player. Amazing dehacked work.   -map05 we returned to the batcave for the next mission briefing, and it seems Tally Man is on the loose. -map06: we are now in Chinatown and we are able to look at first hand the warring conflict between two gangs groups. It ends with a colloseum fight with two gang leaders. -map07: Tally Man is escaping on a helicopter and we need to find our way to chase him. There are a lot of verticallity in this map, and its quite awesome at the end how we board a helicpter and have to fight our way with a lot of minions on a really tight space. -map08: we reach Tally Man's hideout an its non other than an abandoned factory. The map is big and there are a lot of interesting sights for sure. The combat is tighter and difficult here, too, with not only hitscanners all around, but also incoming projectiles from different sides. The fight with Tally Man at the end is just awesome.   -map09: we are now again at the batcave, and we notice that the Penguin has a big criminal output. -map10: Oswal Cobblepot's casino is full of thigs and corrupt gaming, and after making some thugs speak, we found that the Penguin has taked hostage a whole hospital. We need to rescue them. -map11: but it was a trap!!! There is gas leaking on the whole hospital, and there are automated bomb penguins setting everything on fire as we move on. -map12: we finally found the trail of the penguin, but we reach to late to the rooftop, he already boarded the hellicopter. To our surprise, he challenge us to a fight. Exploding penguins around and a flying machine coming for us with only a thin spot to cover.   -map13: we return to the batcave after seizing the penguin, and we found that the Scarecrow is rampaging through the city tunnels. -map14: we are on abridge leading to the tunnels of the city, and there are TNT bundles all around, destroying walls, and a lot of deadly traps taht can kill you on the spot. Scarecrow certainly is making his trail hard to follow. -map15: we reached a house of fear, and the scarecrow is hiding on it, but he also take Mayor Kroll as hostage and we need to rescue him before its too late. There are really awesome dehacked trick here. Like firebreathing walls that hit really hard, and the final fight against the Scarecrow with the Mayor in the middle, if he dies we lose. -map31: We defeated the Scarecrow but as soon as we are returning to the batcave there is call for help. The scarecrow escaped and is hiding on the city. We need to find him, but he is trickier than the last fight, he spreaded his confucing gas all around and we are under his illusion. -map32: we fall under the illusion of the Scarecrow and we are now being attacked by strange creatures on a surrealistic landscape. Awesome sight for sure, but really short map. -map16: thats it, we finally snaped from scarecrow trick and we follow his trail through a cornfield. But at last, we finally seized him.   -map17: we return to the batcave just to learn that Two-Face has breakout from Blackgate prison and we need to stop him. -map18: difficult ramp from here and on, tighter spaces, island prison, new flamethrower enemy. The area is full of really neat sights, unfortunatelly we are late, Two-Face already escaped into the city. -map19: We arrive too late to the city, Two-Face already robbed a bank and go away with all the money. -map20: we are on the trail of Two-Face and we are up to catch him once for all. After fighting some thugs through the city, we caught Two-Face red handed and he face us with his rocket launcher. Fortunatelly, we made him explode himself.   -map21: the crime lords are getting tougher, and we found at the bat cave that the Joker is planning something big. We need to find out what.
      -map22: gigantic abandoned factory map, awesome sights, marvelous details, and an ending that just made my jawd drop. At the end, we have to detonate a TNT to cross, but the chain reaction is bigger than we though and we need to reatreat hastly before the explosion kills us. Just amazing use of the IOS explosion effect. -map23: the Joker seized a whole mansion and is having fun there, we need to stop him. -map24: We found that the Joker has taken a whole theatre for his own amusement, and at the end we fight him but we are not able to seize him as a lot of thugs jump into the fight to stop us. -map25: the Joker run away into the Gotham Cathedral, and at last we are able to seize him once and for all.   -map26: we return to the bat cave and found that Bane has breaked into an armory. -map27: the armory hit was just a decoy, we are now to late for the bigger treat Bane is planning. -map28: Bane break into the Arkham Asylum and let loose all the crime lords we captured, so we face Killer Croc, Two-Face and Tally Man on a rematch. -map29: we continue throught all the destroyed corridors of Arkham Asylum and we fight the Penguin, Scarecrow, and The Joker once again. -Map30: Bane break through our mansion, he knows who we are, and he challenge us to a final hand to hand combat. He is fierce and deadlier as a raging bull, but after a long fight, we defeat him.   From the description we can see that maps are mostly linear, but there are too many neat details and secrets that let us spend time exploring around that we doesn't feel at all the maps being linear. In fact, there are a lot of interesting details to look into that we can lose a good chunck of time on just one map, even when it is kinda short. The sense of adventure on this mapset is something that must be experienced. All the changes make for a total inmersion like just a few other mapsets offer.   After all, this is an amazing Total Conversion, and it surelly deserves to be among the best outputs from this community. 
    • By Argenteo · Posted
      The last chapter was the one I had less memories, perhaps because it's tough. A good time playing.
      Beat it. Everybody frag now. Vangelis. Cool midis.
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