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MOOD: DOOM behind the Looking Glass

   (3 reviews)
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About This File

This nice little utility lets you see any DOOM level with the eyes of Alice during her journey in the World behind the Looking Glass.

Explore the familiar DOOM levels that have changed in a queer way: in this new world, left is right, and right is left. Wherever you used to take a left turn, you would have to take a right turn. Very queer. It's sort of hard, too, to always keep in mind that what's used to be at your left will appear at your right, and the other way round. Try it. It's fun. :)

Now, if you are getting *curiouser and curiouser*, here's how MOOD works. It changes the level data in the DOOM.WAD file or any other .WAD file you specify so that all the walls in a map are flipped over the X-axis. Well, the actual algorithm is a bit more complex; you can check out the source code if you like, it's pretty straightforward and well-commented (in Russian ;-)

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Unknown date

I tried this with Galaxia and yes, it was very strange. This is a good novelty tool, unlike slige.

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Unknown date

I initially thought this would be a colour pallet hack with psychedelic colours, I was wrong. It mirrors the levels on the horizontal (hence the name MOOD)- making for some interesting game-play. If you think you know all the doom levels, then try this. I also tried it on a single level and it erased the data in that wad without question so use backups. It worked fine on Requiem. 4/5

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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.