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311 files

  1. SoftChoice "Goes-to-Hell"

    SoftChoice II WAD is the second "release" of the modified floorplan of Softchoice Corp located in Toronto, Ontario, Canada. The board is designed for Deathmatch play as no mere mortal would be able to survive this board playing by themselves without cheats... (Go ahead! Try me!!!)


       (1 review)


  2. tek.zip

    This was originally just a setup for a Deathmacth level for myself and my murder-happy friends. I tried to add in some non-deatmatch componenets to make it more playable, however. The basis for this level is that it's a portiuon of my school's campus(Georgia Tech).


       (2 reviews)


  3. stewbeta.zip

    This file was especially made for you deathmatch people out there. It's put in the medieval part of time with of course the good weapons. It has two towers with a cyberdeamon that can hit you on top of the towers. for use with the registered doom only


       (1 review)


  4. stairs.zip

    THis WAD replace E1M1 but you are free to use it as whatever level you like. It is fun as single player, not all THAT hard, and was designed with an eye for DEATHMATCH play. As such, all weapons are present, as well as a lot of "goodies". It is comparable in size/difficulty to E2L3 I think, and I invite any reviewers to review this wad and post comments on it.


       (3 reviews)


  5. Scream.wad


       (6 reviews)



    TEMPLE11.WAD is a new WAD file for (registered) DOOM. It's not a large level, but it's tricky (grin). This WAD is intended for those who like panic situations but dislike (a) Oh! Another 247 cacodemons in this room. Ho hum! (b) Now let me see, if I flip the third, fourteenth and 182nd switches, then shoot these three walls, then the door _might_ open... type situations. I wrote this to see what new traps and ideas I could come up with...


       (5 reviews)


  7. Tree2.WAD

    A largish level, with monsters from lots of unexpected places, and a few cool ideas to show off, including some nice light- sourcing (sort of). This is a level to make the cautious wary, and the brash, dead. To set the scene, read the story at the end of this text. Only weapons and monsters from Episode 1 are included. Not suitable for a Deathmatch, although the start locations are in there.


       (7 reviews)


  8. Sweet-Death Wad

    Ok, here's the revision to cwwad which I uploaded a week or two ago. It's much better than the original. It has been play tested for many hours between us DOOM freaks here at UR so there shouldn't be any bugs left. (except for the odd pit glitch, but who cares) Like I said, it was made specifically for death match so that is where the most enjoyment will be had from this wad. There are some really nice sniper points, and sneaky spots to nail your foe from. There is one area which has been tagged as a secret, it's a really great sniper point so find it. This is by far the best deathmatch wad we have played so far(and believe me, we've tried a lot of them), =), so have fun. Warm up on the monsters, then toast your friends!


       (4 reviews)


  9. spiral.zip

    Here's my very first complete original level ever. It's episode 2 level 1. It was created using DEU 5.0, and the bsp11x nodes-builder. It has only had a few hours of play-testing. These days I think deathmatch is the only game to play, and I think this level is a lot of fun in a deathmatch.


       (11 reviews)


  10. stones.zip

    Yet another WAD file designed completely from scratch. Designed with DEU 5.0, this WAD has some interesting rooms and traps. Enjoy!


       (20 reviews)


  11. upliftng.zip

    Well, after many hours of learning how to run the deu5.0 editor, this is the level that I came up with. This is the first level of the first mission.


       (6 reviews)


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  • File Reviews

    • By HAK3180 · Posted
      I played on Hurt Me Plenty, continuous.   What I Did Not Like - A few alignment issues - I encountered a couple very odd bugs - Secrets were very easy, even simplistic at times - I found "Mouse-look encouraged" to be inaccurate. It's definitely necessary to max, and I'm almost positive necessary to beat a few maps (shootable switches). Still, I only used it like five times the entire megawad. - Some areas underdetailed - long stretches of same texture  - A relatively weak set of maps in about the low to mid 20s - Props for custom music all the way through, but I found it a little repetitive and indistinct - A noticeable number (but not a noticeable percentage) of barons of hell that were used somewhat annoyingly (grind) - Map 32 gets a pass because it's bonus material, but I didn't like it at all   What I Did Like - Everything else - The fact that everything in "What I Did Not Like" is basically a nitpick - Awesome level design and flow in most cases - Brilliant visuals all the way through - Advanced elements used well, rather than just shoving ZDoomisms in my face for the heck of it - Fair and challenging gameplay - the borderline slaughter situations were well done   Other Observations - The ammo crisis basically disappeared once I got the first backpack. From that point on, I basically always had 600 cells. That may also explain why I thought a few later maps were underwhelming. Perhaps I'll replay with pistol starts. - I particularly enjoyed the maps that were more or less "cities." - This is among my favorite Doom things ever.  
    • By Walter confetti · Posted
      It's a ok house level for it's age, looks like to have a cool layout for dm
    • By StormCatcher.77 · Posted
      A map with well-designed sector-specific lighting. Skillful play of light and shadow highlights this map against the background of many others that are created in standard textures. More than visually, the map is captured by a difficult gameplay. Very often the player is locked in a tight space with the company of dangerous opponents. With the deficit of the place for maneuver, it is necessary to show wonders of stamina to survive. This is especially characteristic in the hall with a yellow key, where the barrage of the mancubuses fire does not put much chances for survival. On the whole, close corridors are very interesting to explore, but here one must be on the alert all the time.   Great map. I was save it in my collection:   - Visuals (4 / 5)
      - Detailing (3 / 5)
      - Gameplay (3 / 5)
      - Atmosphere (3 / 5)
      - Difficulty (4 / 5)   - In my collection (3 / 5)
      - For community (4 / 5)
    • By valkiriforce · Posted
      Fun, quick unbiased mapset. It's not overly spectacular in some sections including the last map, but it carries over some consistency in Doom 2 techbases with a bit of an odd progression to it at times. Definitely recommend ZDoom-based ports as some textures were strangely missing in PrBoom+ when I tried it out, and the new music is really only available for the above mentioned. I should also warn it's possible to get stuck in the soulsphere room in MAP05 simply because there's a walkover line found only outside that opens and closes the door to that area which could trap the player.