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p-r

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189 files

  1. RIKER11.WAD

    12 downloads

       (3 reviews)

    Submitted

  2. petkillr.zip

    Difficult pwad. See end of this file.

    11 downloads

       (3 reviews)

    Submitted

  3. RUNLKHL2.WAD

    The second version of my first WAD. Designed for single player, multiple player or Deathmatch modes, easy, medium or hard. Looks much like a Castle, complete with moats, dungeons, secret passages, temples, and even an open pit mine where they obviously got all of that green marble (and there is a lot of green marble). I added a section at the end which seems to me to be well designed for deathmatch, but I didn't get around to putting the deathmatch startpoints there. It is a very large wad and could drag at times on slower machines. I fixed the problem with the first version in the temple where there seemed to be invisible walls, it was actually dead bodies hanging from the ceiling. You couldn't see them but they still blocked your movements.

    9 downloads

       (2 reviews)

    Submitted

  4. Rock-it.wad

    Welcome to Rock-it.wad, the second edit of Rocket.wad. Like the first, it is a big, fast, obnoxious, deathmatch map, intended to be used WITH THE FEW MONSTERS IT CONTAINS, which slots into the E1M1 position.

    8 downloads

       (0 reviews)

    Submitted

  5. PYRAMID.WAD

    Single, Multi-Player, and Deathmatch. Make it to the Pyramid, get to the top, and see what happens next.

    12 downloads

       (4 reviews)

    Submitted

  6. POST11.WAD

    *to play, just run the .bat file* Your outpost was over-run by monsters! You wait for the shuttle by the landing pad but a garbled messege hints to you that its going to be a no show. You must clear out the post yourself! You know that there are two yellow keys to the armory and the blue key is to get to the exit. The red key is to get into the command center.

    11 downloads

       (2 reviews)

    Submitted

  7. roomy.zip

    This is my attempt at adding a little bit to MARKROOM.WAD

    10 downloads

       (2 reviews)

    Submitted

  8. PILLARS.WAD

    This patch file is for E1M1. To designed for deathmatch play. The main section of this wad file is the series of pillars in the center of the map. To get up to the rooms upstairs you must 'run' starting from the lowest platform and run up the ascending pillars without falling off. It's hard to explain, but you'll see what I mean when you try it. I hope you like it, and if you don't you are free to change it.

    10 downloads

       (2 reviews)

    Submitted

  9. proto1.zip

    This is my very first wad designed to be playable at any difficulty level thus avoiding the instant death, kill everything in sight kind of wads. There are a few traps and interesting rooms so give it a shot (no pun) and see what you think. This wad replaces E2M1 on Doom so it will only work with the registered version of Doom!!!!

    13 downloads

       (5 reviews)

    Submitted

  10. pet.zip

    This and pet2.zip are two new levels made with deu 5.0 and the bsp 1.0 nodebuilder. They are meant to be played together, so hopefully you will. pet2.wad is an easy level for e1m1 we made to give you the chain gun and ammo, which is what we want you to start pet.wad (e1m2) with. Try not to cheat on pet.wad, it took us a flippin' long time to write.

    12 downloads

       (4 reviews)

    Submitted

  11. PSYCH.WAD

    Hey! It's Reed's Psych building!

    11 downloads

       (3 reviews)

    Submitted

  12. PLEASURE.WAD

    Welcome to the Pleasure Dome! This is where all of the posessed soldiers and sargents come to watch those marines die who will not succumb to posession by the demons infesting the world. This level is like the Roman Coloseums of old, except that you are the poor slob about to be fed to the beasts. They do give you a shotgun to try to duke it out with, but they don't expect you to last long. They just hope that your death will be entertaining.

    14 downloads

       (6 reviews)

    Submitted

  13. QUARY11.WAD

    A deathmatch level. Big chasm with all guns except BFG9000. No exit because it is intended for deathmatch.

    9 downloads

       (1 review)

    Submitted

  14. PANIC!.WAD

    Well, here it is... This is an improved version of a level which I made The first version had some bugs and this is way better! (and bigger, about 700 vertices!) A lot of blood sweat and tears went into this level (especially since I did it during final exams)

    I like my levels HARD! There are many nasty bits in this level, ie. watch your ass and save often. Since it is the second level of the episode, I expect that people will come into the level with some ammo and weapons (you may find it hard to warp straight into (I don't)). If you play this level and like it, let me know by E-mail

    ENOUGH BLABBING!! Play the frigging level!!

    18 downloads

       (10 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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