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189 files

  1. ...and death came along

    My 15th UDoom map. Intro map for "...and hell came through" a base level. You know how they look. I wasted a lot of time working on this fucker, so I hope is not a boring one. = ) There are 2 ways to get to the end (kind of), you don't really have to go through the whole map to finish it....fucker.

    This wad is best played on Ultra Violence.

    17 downloads

       (7 reviews)

    Submitted

  2. A Lonely Place to Die

    My 14th UD wad. This is a ICK base level. Everything happens on one floor. This map was intented for SKILL 4, no SKILL 1.

    26 downloads

       (16 reviews)

    Submitted

  3. APOCOLYPSE *OR* KILLEM UP, YUM (v1.0)

    This is just another one of those lame arena things. I noticed how most of them don't really stick to the arena part, so I took a shot at it. You can watch the war at different views.

    9 downloads

       (1 review)

    Submitted

  4. ARENA

    It is one of my favourite level. It is not easy to beat at UV. Description ? Why are you still reading and not playing? Go ahead and check out yourself.

    It was designed for Single Player. So do NOT complain if it sucks on Deathmatch.

    Well I created this MAP quite some time ago. There are more perhaps better maps still waiting on my HDD. This is my first upload, just for try.

    12 downloads

       (4 reviews)

    Submitted

  5. Base of Sacrificium

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

    27 downloads

       (14 reviews)

    Submitted

  6. CH Retro Episode (retroeps.wad)

    The summer of 2001 brought you CH Retro. A level filled to the rim with all that good John Romero episode 1 stuff we all know and love! Here's the entire episode!

    E1M9 is a bit different from the other levels. I've used some ideas in that level which aren't exactly hard-core episode 1'ish.

    Other than that, CH Retro Episode uses 99% of the episode 1 design 'codex'. There's only a few things such as a couple of episode 2 flats, which makes it deviate a tad. I've tried to make it look and play like Romero's masterpiece, but have also mixed my own style in with it to make it unique.

    And please, don't warp into the middle of the episode. It's an episode and ment to be played as such. You'll get the most out of it by playing it from start to end. And E1M5 along with E1M7 is really worth making it through to! They're some of my better levels.

    Finally, I'd like you to NOT use features such as jumping if you choose to play it using a sourceport!

    The names for each individual level in the epiosde is as follows: E1M1: First Contact E1M2: Computers and Electronics E1M3: Main-Frame E1M4: Command Center E1M5: Chemical Processing Plant E1M6: Primary Base E1M7: Laboratories E1M8: Old Habits... E1M9: Strategical Offensive Array

    78 downloads

       (50 reviews)

    Submitted

  7. 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.

    24 downloads

       (12 reviews)

    Submitted

  8. Crush-o-rama-ama-ama

    Nukage nail-biting tunnel system, 'room-within-a-room' puzzle, Blood and guts crushing ceiling section One necessary rising stair Tower and temple Mysterious catwalk to freedom

    * Hints included if needed in the form an infamous exchange between Hew-mon Patte users

    12 downloads

       (2 reviews)

    Submitted

  9. Death Tormention II

    The fantasic sequel to Death Tormention I with 8 supremley evil levels designed from scratch just for The Ultimate Doom. The levels are much harder than Death Tormention I. There are lots of traps throughout, etc. The style is just like id's E4, medieval. There's not much to say, load this up in The Ultimate Doom and take a real blast with 8 all new levels never seen before.

    Every secret level in the original 3 DOOM episodes have been replaced with new ones.

    To run a wad type

    C:>doom -file xxxxxxxx.wad_

    xxxxx is the name of the wad file.

    33 downloads

       (23 reviews)

    Submitted

  10. Deep Purple

    13 downloads

       (5 reviews)

    Submitted

  11. Deimos Entry

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

    32 downloads

       (21 reviews)

    Submitted

  12. 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...

    29 downloads

       (17 reviews)

    Submitted

  13. Incineration

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

    77 downloads

       (30 reviews)

    Submitted

  14. Littel Infernoe

    3 Littel infernoe levels for Doom 1. The third level is not completed but has a door that exits so you are not stuck in the level. HAVE FUN SPEADRUNNERS!

    27 downloads

       (17 reviews)

    Submitted

  15. Lost Base

    It's a half tribute to E1 and a break to my bad habit of starting things and never finishing them.

    27 downloads

       (17 reviews)

    Submitted

  16. 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.

    20 downloads

       (8 reviews)

    Submitted

       (27 reviews)

    Submitted

  17. of patch WAD ROACH12.WAD

    11 downloads

       (3 reviews)

    Submitted

  18. Outer Rim

    Just a map I did for fun.

    26 downloads

       (12 reviews)

    Submitted

  19. Outpost Quark -- version 1 update 2

    Your hands shake as you unplug the virtual reality system. Sure, your eyes had been fooled, but your brain knew that DOOM was just a game ...

    Thank God this is reality. Thank God this is

    O u t p o s t Q u a r k

    15 downloads

       (5 reviews)

    Submitted

  20. PAGBSPD1

    Map built one year ago, when I was planning to build a whole episode...

    11 downloads

       (2 reviews)

    Submitted

  21. Painless

    Painless is my final level for DOOM. It encompasses all the things I've collected about the DOOM engine into one level. Although the level is large, it will save with no problems. Deathmatch and Cooperative starts are available in the level, so feel free to frag your co-workers/friends/relatives/spouses/selves.

    24 downloads

       (11 reviews)

    Submitted

  22. Palace of the Beast

    It's been two long months since you sent the evil

    25 downloads

       (14 reviews)

    Submitted

  23. Pandora's Box

    I've had it sitting around since October, I figure I'm not doing anything more to it, I may as well post it to the public, or at least make beta testing available here on the New Doom forums. It is for the original Doom, multiple difficulties, death matches and co-ops. Death matches should actually be pretty fun for it, there's a frag fest in the center with a cat and mouse hunt around the arena :-)

    PANDORA'S BOX

    Synapse:

    A facility built to hold the Demon inside of the Box. There is an arena built to hold the demon inside of the box. Everything is perfectly alright until creatures arrive to unlease the demon within the box. There are power failures which must be dealt with before the player can reach the arena where the box is held. Naturally the player accidentally releases the demon from its container.

    With the box open, the player can either try to face what he has released, or run through a subterranian escape route to escape what was inside of the box.

    -------------------------------------------------------------------------

    Its a complex around an arena, with Pandora's box in the center. There are power outtages and the player must open doors via control panels (panels not switches). The player unleashes what's in Pandora's box, and to top it off, the player must contend with those guarding Pandora and the two installations. Finally, with Pandora open, the player must find the way out of the arena back into the complex and escape. There are many tricks, traps, interesting things.

    Takes me at least 13 minutes to get through and I know where everything is.

    12 downloads

       (2 reviews)

    Submitted

  24. 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.

    15 downloads

       (3 reviews)

    Submitted

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  • File Reviews

    • By slef · Posted
      Amazing this is still floating around on the interwebs!! I have downloaded them all again and firing up ZDoom for a trip back.   Maybe it's time I finish this series? Thanks for the kind feedback @Doomkid ... I made this when I was 15 or 16 and obviously full of teen angst, at least that seems apparent from the language in the readme.
    • By Forli · Posted
      I'm just writing this review to let everyone know that you are supposed to run this choosing the original plutonia as the iwad and not doom2, or else (on zdoom at least) the plutonia textures will be shown as black and the midtextures will not be drawn at all, causing confusion since the blocking lines are still there. I made that mistake the fist time I played this wad.
    • By kfpopeye · Posted
      Expected more from the makers of Plutonia. The use of an all black texture almost everywhere didn't do much for me and the use of player blocking lines just made it confusing when running from a horde. Couldn't pass level 29 without using no clipping because the final steps were too high.
    • By 666shooter · Posted
      [HMP, Continuous w/ pistol-start mindset, regular saves]   I went into Requiem with relatively low expectations. Having not been thrilled by the Memento Mori series and having just come off playing the superb Alien Vendetta, I expected a solid if relatively forgettable megawad with desgin concepts in the old school. In many ways I was pleasently surprised: solid map design through about the first 20 maps, a Quake homage in Map 31 that made me smile, a few obnoxious encounters due to tight spacing and poor distribution of the Sshotgun, okay, but better city levels than the IWAD, so that was nice. Map 15 was frustrating to navigate and Map 18 actually forced me to restart since I saved after the red key, but no real bs otherwise. But then came Map 21: Be warned, it is possible to softlock yourself out of the lift in the X room if you are backtracking; upon restarting I found the switch to lower the panel in front of the red door did not work and remained "active" and non-function despite repeated Uses. I would recommend an updated version of this map because this simply wasn't acceptable. (For reference, I was running this with GZDoom 4.1.3; your mileage may vary.) Nor was Map 24, as commented below. After the grueling and frustrating Map 23, this almost made me want to stop playing the Wad or at least skip this one, which would be a first for me. Not enough ammo, revenants and a few more revenants, the only nice thing I have to say about this debacle is you will learn just how effective (of often inneffective) that stupid chainsaw can be against enemies that can do over 40% damage in one hit. Not. Good. Design. But there is hope, as Map 27 is one of the nicest vanilla Maps I've seen in one of these older Wads (The Labs of MM 1 notwithstanding), and its winding journey almost redeems the package to the finish. The unfortunate and clumsy Icon of Sin encounter at the end of Map 23 aside, I found the final map mercifully short and I appreciate the little bit of lore in the text file giving us a semblence of an "alternative" final boss. Overall, worth checking out for several of the maps here. A compliment to map 20 while I'm here- short, sweet, and nice outdoor environment design w/ vanilla assets not unlike Scythe meets Plutonia. A few bumps with the weapon placement and some points off for 21 and 24, but a solid recommendation going in forewarned.  
    • By spd7693 · Posted
      Oh, Requiem... What to begin with...    Outstanding frst 15 maps and if that design, gameplay and combat was more consistent in the further levels, I would have given 5! But it drops off quite a bit from map 16 onwards and becomes a jumbled mess of maps. Considering the difficulty I faced in Memento Mori 2 I expected Requiem to be even more difficult than that. It was, but only until map 15 and from then on it became a relative cakewalk. Well, not completely though. There are a few tough monsters and still maps are difficult from pistol start. The second time I played it I felt like I liked it more, but rage quit on map 27. Iikka Keränen, please put more ammo!    The lack of ammo frustrated me from map 22 onwards. The wad intends a lot of infighting, which is in a lot of cases impossible, because of big groups of monsters of the same kind and/or often presence of arch-viles. There also aren't many crushers that can help the player kill monsters easier and there are a lot of long-distance enemies. The lackluster of ammo is definitely map 24. It has only 40 shells, a couple of rockets and a small patch of plasma while 60% of the enemies are revenants and there are a few imps and hell knights. It has no single corner where infighting is possible on top of that. Oh, and it comes after map 23 which is an ammo eater due to the presence of an Icon Of Sin fight. It's manageable until map 27, but no further than that. Compare that with how many shells the player was spoilt with in Memento Mori 2. In MM2 the rule is that if you have no shotgun ammo, you're dead.    Fighting was OK. I expected a harder wad, but still the fights were OK. Some were forced, some were tedious. Basically the problem was again, you can't really infight beefier monsters.    Yeah, map 24 Procrustes Chambers is my least favourite. In fact I hate it more than I hate The Chasm! Hey, another time I don't like map 24. Coinsidence? Is it that I hate this number or this number hates me? Speaking of The Chasm, map 19 is also bad. Not to mention the design flaws, but also that twisted cubic staircase platforming in The-Chasm-style? Will there ever be an end to ledge walking as a gameplay gimmick?    Visuals were perfect and very interesting. This is one thing they did well.    Maps ranking:    Hatred - 23  Cursed Kingdom - 27 - next time I play it I may be more careful with the ammo  Last Resort - 15  The Black Gate - 10  The Portal - 14  Den Of The Skull - 21  Town Of The Dead - 13    A lot of levels though had the impossibility to get 100% kills and/or secrets. And Den Of The Skull is unique in that aspect. 100% kills - impossible, 100% items - impossible and guess what - 100% secrets impossible! People, when creating maps, please make everything the player can take accessible. I found out you actually can make 100% kills possible, but you have to use a map editor. And if to fix one map, why not fix all of them? I don't think it's legal.    Bottom line: What could have been. I don't care about the visuals. If this wad was harder than MM2 and had all kills and secrets accessible, I would have given 5. And of course, if it had better ammo balance. I must give three. I gave MM 4 and I gave MM2 5.    PS: Mark Klem, if so many designers left the team, why the heck didn't you create a single map in this wad? Base Exposure is one of the best maps I've ever played and I definitely would have asked for more of the same! 
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