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About This File

These are some awsome deathmatch levels for DOOM ][ and have all been made after Quake was released. Until I have figured out how to make levels with Quest or some other Quake editor I will keep updating this series.

Level Descriptions ------------------ map 01 - This level is awsome, cool lighting, and lots of DB shotguns what more could you ask for?

map 02 - This is THE ULTIMATE DEATH ARENA, it has limited ammo and has a total of 3 weapons in it, it also has no health kits or spheres so the frags build up very quickly, it also has a teleporter at each end.

map 03 - This level started out sort of like the basement of my house but quickly then kind of changed into something else, has a chaingun, DB Shotgun, Rocket Launcher, and a chainsaw

map 04 - This level is bigger than alot of the other levels and could be used with 3 players.

map 05 - This level was made after deathmatching in a Quake tournament, so I did some stuff that was from a Quake level I was playing in. It's an awsome level and has all the guns except the BFG. This level rules and is meant for 3-4 players but can be played with 2.

map 06 - This level is neat I don't really know how else to explain it.

map 07 - I give up! I'm not explaining this or the following levels. Try them out for yourself.

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  • File Reviews

    • By SeanLeal · Posted
      Dear Doomkid,

      I was involved in the design and play-test of each of these levels. Please know these were created from *scratch* and we spent our time making sure the levels were as playable as possible. We were not terribly focused on texturing, other than to give players positional awareness in different parts of each arena.

      Map 6 -- Offices of Death -- Was intentionally designed to be as accurate a representation of the office we worked in as possible. Admittedly, playability was taken as a second priority. We did manage to create working "elevators" and "stairs" to give the illusion you were going up and down floors. I was pretty happy with how we did.

      Considering it was 1996, and no way to simply "Google" different ideas. Your best bet at the time was to jump onto the Usenet and hope you could find a decent board with active members. Other than that, it was pretty much all self-taught.

      I'm glad you enjoyed the other levels. Yes, they are old-school, big arena, style. We spent a LOT of time trying to make sure they were as balanced as possible, with escape routes, and required risks for rewards.
    • By Summer Deep · Posted
      Excellent stuff for the mid-1990s. Lots of action, good layouts, pretty challenging on UV.    9/10
    • By Meril · Posted
      For 1995 design is ok. But is VERY short. 3 min in slow pace.  Map is easy af.
    • By Meril · Posted
      Square rooms, no details, ugly. Secrets aren't flagged as secret. Only for crappy-wad-lovers.
    • By Meril · Posted
      For 1995, not bad. Some ideas, are really cool, but they're mixed with dumb things. Texture misalignments are common. Overall I had nice time with this.