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21 files

  1. SpaceWAD

    This doom was is a narration/game play of doom with a mix of 2001 A Space Odyssey. Although this game only features some of aspects of 2001: A Space Odyssey, It connects some main features of the movie into the game, including Hal. This slow paced game requires at least 6 minutes to play so don't play unless you are ready to immerse yourselves in the full experience.


       (0 reviews)


  2. Overrun Facility


    I wanted to make a level inspired by the corridors of the original E1M7 from Ultimate Doom.



       (0 reviews)


  3. Rumble in the Office

    My biggest Doom level until now.

    "You are the new janitor of an UAC complex. You have been hired to keep it clean, because you are the best at your job.

    Your first day, and a full demonic invasion just happened. You are being paid to clean, so it's what you are going to do. But first, you must unlock the security doors.

    Be careful, someone is knocking at your door...

    It's time to take out the trash!"


       (9 reviews)


  4. Outpost HW

    A Doom 1 map in techbase style. 13 secrets to find and 280 monsters in UV. About 7 minutes if not blind on any%.


       (7 reviews)


  5. Monument

    This is a complete episode 2 replacement for DOOM. It's a compilation of all my previously released Shores of Hell themed pwads. I haven't just settled on compiling them into one pwad and leaving it at that. Instead each map has been through hours and hours of either adjusting or complete revamping in DoomBuilder to make them stand out as fresh, new maps that will hopefully give players a solid and fun gaming experience - even for those of you, who've played these maps before. I've been just as serious about this release as all my prior releases and I really hope it shows. I thoroughly enjoyed putting this episode together and I hope you will enjoy playing it!

    Complevel: The episode has been extensively tested on complevel 2 and 3 to find all gamebreaking bugs. In short: It should be perfectly safe for you to use those complevels. If you're the cautious type, I guess you could just use complevel 9 :)

    Note to prBoom users: The new color palette also affects the colors of the automap, so secret areas which by default are marked with purple, are now almost black. This makes secret areas look like their lines are hidden, but they are not. They're there; they're just almost invisible. This is unfortunate, but there isn't much I can do about it. A solution could be to change it from purple to another color such as white: In prBoom go to Options - Setup - Automap - "Secret sector boundary".

    Here's a description of each, individual map, where they come from and what's been done to them:

    !Mild spoilers ahead!

    E2M1: First map from "Rip it, Tear it, Smash it!" from 2002. Minor adjustments in gameplay and looks. Level name: "Rip and tear" Music: "Pipeline" by James "Jimmy" Paddock

    E2M2: From 2002 A.D.O. E2M2. It's from 2000. Has undergone massive revamping! It was a cramped level, so it's been opened up in a lot of places, and a whole lot of other stuff. Level name: "Beta station" Music: "Vinefort" by James "Jimmy" Paddock

    E2M3: The first of three parts from "The Wailing Horde", which was released in 2014. Lots of adjustments and additions in terms of gameplay and design. Level name: "The wailing halls" Music: "Feel the pain" by Paul Corfiatis

    E2M4: Major adjustments and changes when compared to how this part looked in The Wailing Horde. Second part of said pwad. Level name: "Hive of the horde" Music: "Stormwater" by James "Jimmy" Paddock

    E2M5: Originally my ancient map "The Unknown Chasm" from 1998. It was a crappy map for Doom II, but had potential, I guess. Massively revamped to be released as a submission for a contest on Doomworld in 2015. Then, lastly, further refurbished for this mapset. Level name: "Chasm control" Music: "Ominus" by Xaser Acheron

    E2M6: Second map from "Rip it, Tear it, Smash it!" from 2002. Several adjustments and light refurbishment in terms of both gameplay, layout and texturing. Level name: "Smash it!" Music: "Dance of the trooper" by Paul Corfiatis

    E2M7: This is "High/Low 2" from 2007. Has undergone a lot of changes big and small throughout the level in terms of both gameplay and architecture. Level name: "Hunt 'em highnlow" Music: "Hysterical horror" by Paul Corfiatis

    E2M8: A never before released level. Originally intended for Paul Corfiatis' Doomed Space Wars, but I scrapped it. Took it up again for this mapset and made it work as a boss level. Level name: "Domain of evil" Music: "Sick Building Syndrome" by James "Jimmy" Paddock

    E2M9: Third part of "The Wailing Horde". Minor adjustments to accomodate its separation from the original pwad. Level name: "The end?" Music: "Caught in the shadows" by James "Jimmy" Paddock


       (34 reviews)


  6. Oblivion

    In 2010 I released an E1 replacement for DOOM called Phobos Massacre. I was relatively inexperienced as a mapper at that time, and it really shows in the levels, which are quite bad.

    I initially wanted to come back to this old mapset and just see if I could touch it up, but after looking over the levels I quickly realized that most of them were either unsalvagable, or they were in need of a LOT of work. So despite the fact that this mapset uses Phobos Massacre as a base, the content is about 75%-80% new. I've thoroughly changed each of these maps, scrapping sub-par areas and creating new layouts and architecture. In some cases, entire levels are completely new because there was no part of the old level worth keeping. Enemy and item placement has been reworked, co-op starts have been added, difficulty levels have been implemented, and proper playtesting has been done to ensure compatibility with -complevel 9.

    This levelset is old-school, and as such you will break the levels or otherwise ruin the intended experience if you utilize jumping, crouching, or freelook.

    I always balance my levels so that they play well from a pistol start. This often means that players who play these levels in succession will build up a large ammo stockpile, which some people gripe about. In my opinion, for the best challenge, you should try to play each level from a pistol start if you can. If you'd rather experience this as an episode, but still want more of a challenge, consider using the -fast command line parameter.

    The music is mostly taken from The Plutonia Midi Pack which, according to its text file, may be used as a base for modification or re-use. The exceptions would be one track by Paul Corfiatis and one track by Graeme Norgate and Robin Beanland.


       (27 reviews)


  7. Enforcer

    A map I started in early 2014 before Uplift. I never completed this map until Datacore asked for a secret map for Hatred Removed ep2 (it explains the map number) but he had to cancel so I realease the map here.

    It's a 2 minutes ep1 style based map for Doom, it's quite easy (this is for real this time cs99cjb, don't worry)


       (13 reviews)


  8. mem_old1

    Old map for Doom 1.


       (5 reviews)


  9. Mayhem Mansion

    Trailer: youtu.be/khGBUUnrlgE

    In early 2013, I watched a video of an obscure FPS game called "Exploding Lips", a game that pretty much made no sense and pretty much sucked. Yet for some reason I liked it anyways, so I decided to make something inspired by the game.

    Mayhem Mansion, you explore a haunted mansion full of giant disembodied lips, TV with legs, angry books, and other things trying to kill you for no reason whatsoever, but don't worry because you have your trusty weaponry and magic!

    The layout and path is similar to Exploding Lips, but with less backtracking and less "How the fuck was I suppose to figure that out?"-ness.



       (37 reviews)


  10. bee hive 3D

    your misson is to break into bee hive headquaters and drink all the honey


       (11 reviews)


  11. Mapgame


       (72 reviews)


  12. Beyond Horrible!

    Taking place where a new nightmare ended. The player now finds him self on Venus! You must fight your way through the Venus base and find out what the hell is going on......


       (15 reviews)


  13. The Outer Darkness

    This map is heavily inspired by Episode 4 of The Ultimate Doom, especially E4M1 and E4M6. It was originally made for a project called The Ninth Gate that never saw the light of day.

    Most of it was made (on and off) during 2001-03 using DoomCAD (the exit area was built using Doom Builder though). I didn't know you could select multiple linedefs in DoomCAD back then, so I was actually insane enough to manually select each and every linedef, apply the texture and align it. If only I had that kind of patience/time now :)

    The map is very straightforward (too straightforward maybe?), so you shouldn't have any problems finding your way. The level music is from Duke Nukem 3D, the other tracks (which are awesome IMO) were composed by Damian Lee.

    Note: The lava in the map doesn't hurt, it's used for artistic purposes only.


       (18 reviews)


  14. Meek

    Like any good employee I have installed DB at work and so when I get bored I do a little editing. This little level is a product of boredom at work over the last few months. It's nothing spectacular... at all. It's just a short episode 1 style level, which started out as doodles and ended up as playable.

    It was originally intended that this level would only be released on http://www.wadsinprogress.info. A community member on said site made me think twice and here it is uploaded to the archieves. Enjoy! :)


       (23 reviews)


  15. Meretricious Plunge

    One new level with a hellish theme, similar to bits of Episode2 and Episode3. This was originally supposed to be a contribution for DarkHaven's megawad project which was codenamed X-DOOM... Sadly, that project died, despite the fact that my map for it got finished. So I've decided to release it now as a separate add-on, cause otherwise I would've felt like I wasted too many productive hours for absolutely nothing.

    GAMEPLAY HINTS: If you get lost or stuck, look at the walls and try to search for some shootable switches. Also, try pressing SPACEBAR in front of certain walls. And quicksave :)


       (18 reviews)


  16. THe Outer Base

    Ultimate/Doom wad. Very much an "old skool" affair, with gobs of bad guys and as little to fight them off with as possible ;D


       (5 reviews)


  17. Under Neith

    A sequel to Neith.wad. The title was suggested by NiGHTMARE. The theme kind of goes all over the place. I spent over a year on this map so maybe it isn't all that consistent. It's kind of an experimental design, and maybe it's ugly. I've spent too long looking at it to tell anymore.


       (24 reviews)


  18. Mansion Of Time

    This wad was originally created for an ancient project called the 9th Gate. It has been about 5 years in the making and I finished this level like 3 years ago! (It took a long time, but I finally finished it and was pleased with it).

    I've replayed the level today and I thought it would be a good idea to release it as I spent a lot of time on this and the 9th Gate is taking far too long to finish.

    Here is one of my best levels... probably :D. I made this 3 years ago (after ROTGS... I think... not sure...). This is Also another of my rare Vanilla levels (has no special effects, relies on good gameplay to make the level good... Curunir should be pleased ;) ).


       (18 reviews)


  19. Of Demons And Men

    A modern remake of one of my very first maps.


       (11 reviews)




       (17 reviews)


       (17 reviews)


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  • File Reviews

    • By Havoc Crow · Posted
      An example of how not to make a map. Lots of ugly rooms filled with same types of enemies. The blue key room in particular has about ten hell knights and barons trapped on pillars, and you have only a super shotgun to fight them; thankfully, what _would_ have been a mind-numbingly boring fight is skippable because the blue key is right there for you to take. Errors large and small abound, such as the pass-through metal bars or the clumsy approach to detailing and shading.
      New music, in the form of a bad-sounding midi which barely has any rhythm.
    • By Havoc Crow · Posted
      Finished within 4 minutes or so A 2016 re-release of a 1994 level. The text file warns: "Bad, really bad 1994 quality", and is right; there's nothing whatsoever interesting about this level -- you enter one flat room after another and shoot at haphazardly spread out monsters. There is an "invisible teleporter" gimmick which, however, I have barely noticed in my playthrough. The exit isn't even hidden or locked in any way, and can be easily stumbled into accidentally. There's nothing to say.
    • By Havoc Crow · Posted
      The map feels very linear throughout, with you basically doing one thing in each room and moving on to the next. The rooms are very varied though, and there is actually something pleasant to uncovering the successive areas. There are some puzzles, one of which involves illusionary walls, with a zombie shooting at you from "nowhere" being the only hint; this is a clever puzzle but it could ruin the map if the player accidentally kills the zombie early and gets stuck. The spiderdemon hall near the end contains what is either a glitch or a really annoying "trick": columns that seem safe at first, but actually don't shield you from the spider's gunfire at all.   Almost finished, ~20 minutes; died to the spiderdemon.
    • By Havoc Crow · Posted
      (MAP03 review only)   Finished, ~20 minutes Yet another map which drops the ball in terms of difficulty. Health is provided in extreme abundance, and even when heftier enemies show up, their attacks are easy to dodge in the huge arenas (even the cyberdemon/spiderdemon fight at the end provides such ample cover that you need almost to be _trying_ to die -- as, uh, has happened to me). I've once read that, with the advent of modern source ports which streamlined mouse aiming, older Doom levels suddenly became very easy; this would explain why so many of these mid-90's maps feel so strangely unchallenging...
      The area beyond the yellow key door offers a more interesting fight, what with the corridor filled with lost souls. However, the map quickly loses momentum after that, wasting the player's time with the pointless room of six teleporters, which all turn out to lead to identical closets with medikits. Turns out, that room is just a red herring; the real way to progress is to open a door indistinguishable from a wall. Annoyingly, having to hump the walls to find the hidden door happens several times throughout the map.
      Powerups are scattered haphazardly, including a pointless invulnerability sphere, numerous invisibility spheres despite the total lack of hitscanner enemies (this is another 90's thing, it seems; did the people back then _really_ think invisibility spheres helped against projectile-throwing demons?), and a light-amplification visor despite a lack of dark areas where it'd be useful.
      The map topology is as basic as it gets: a small starting room with four doors, one initially open and three locked with keys, each door leading to a totally separate area housing the key to the next door over. Each area is distinct visually, although there's a lot of simplistic-looking, overly large rooms. There's fairly little interconnection between individual rooms within each area; mostly you just progress from room to room, and things like windows are rare. The map suffers from "symmetry syndrome", where the mapper goes out of his way to make every room symmetrical, without thinking if it improves the room or not (example: in the red door area, there's a side room housing an irritating slow-moving lift, not worth visiting except to get 100% kills... and this side room of course gets dutifully duplicated on the other side of the area).
      There is custom music in the form of a rock midi, not particularly well-made, but not overly grating either.
    • By Havoc Crow · Posted
      Played for 13 minutes before dying. Did not enjoy this one; the caves ("catacombs" according to the text file?) section being unmapped AND full of samey corridors AND full of "mystery meat" switches was obnoxious. Likewise did not enjoy the "nested squares" section at the start, with ugly gray walls. Only visual highlight I've seen during my playthrough were rooms with water pools. Could not find a way to access yellow key, or do much of anything in the nukage area except dying, although it was satisfying to risk the run across nukage in hopes of finding a radsuit--and subsequently find one. 
      Slightly interesting is how enemies roam the interconnected caves and can surprise you from unexpected directions, but this only happened to me once or twice. 
      The revenant was placed uselessly and could be taken out too easily with hit-and-run tactics. 
      Too generous with health (soulsphere) and weaponry (room in caves). 
      The entrance to caves, with a long corridor which has to be entered from a demon-infested pool, was a briefly tense moment, but not sure if the demons chasing after me from the pool could enter the cave area; would have made for an even tenser experience.