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About This File

Wads of the Damned are puzzling, death-monger wads that will push your true DOOMing abilities. The part-one wads load in as levels 1,2 & 3 respectively. If you are a thinking player, you will not need to resort to cheat codes to survive. All the DAMNED wads contain 4 DEATHMATCH starts and player 1-4 starts. Each wad has been thoroughly tested for both single and modem play (special thanks to Marty Ray for help with the modem play). The wads are also desgined to be played in sync, meaning, if you jump to #3 without retriving the weapons of #1 & #2, you will not survive.

DAMNED01 is the heaviest on puzzle. Failure to throw switches in a precise order will result in death and frustration. The wad should be taken with caution. "Rambo" style playing will unleash too many monsters at the same time. The wad is based loosely on the bottom left corner of an old map I have for the original ZORK (i.e. the chasm, the bank and the volcano).

DAMNED02 is linear for the single player, but has plenty of loops and hiding places for DEATHMATCH. Of the three, this one is my favorite. Monsters may seem heavy, but they are actually easy if you are calculating and methodical. In single player mode, you are always pointed in the right direction to complete the wad.

In DAMNED03, I decided to let loose. I had a fun house in mind when I put it together. Animated walls, light tubes and an exit room from hell will splatter your blood several times before you get this one right. It plays well in both single and modem play, but the order you find the keys in affects your survivability significantly in single play.

If you need any hints or have comments, don't hesitate to drop me a line!

Sean 73042,3405


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Summer Deep

· Edited by Summer Deep


This has its faults, but I'd rate it as pretty much a 'hidden gem' amongst obscure early Doom 2 wads.

The first map is slated in one of these reviews as irretrievably old-fashioned, but so what? Progression requires some hard thinking early on, then there's some tough combat in the second phase (those hidden chaingunners behind the wall can be lethal).

Second map is more straightforward and good fun, though the decision to include a concealed exit might test your patience a little. Also I'd like to have seen the Revenants free to roam, rather than being penned into cages.

The final level is imaginative and memorable, but is perhaps a bit too clever for its own good. The area with the Spider Mastermind and the Mancubus can be buggy, and the yellow key area seems a bit redundant, though it does contain a secret (and more chaingunners behind false walls).

The maps are meant to be played continuously with weapon carryovers. They date from the mid 1990s and are packaged as individual wad files, just as they were on the 1995 DZone Gold CD. Not sure how they are or were supposed to be run, but I loaded them sequentially in the excellent Rocket Launcher, and that worked fine. Presumably the same could be done in ZDL. 

An excellent effort for 1994. I'd give it 4+ out of 5.

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Unknown date

UV en 7 vies - Eye's

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Unknown date

I had a hard time believing that these are really that old. Designs that make sense and use Doom's features effectively are quite rare among the 94' wads. 4/5 - Belial

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Unknown date

Three maps dated December 1994, saved as separate files, although e.g. DAMNED02 is Map02. DAMNED01 is awful, a switch puzzle with memory-based gameplay that belongs in a bygone decade. DAMNED02 is better, a dungeon with gameplay, but it's still very puzzly and fiddly. The design looks better than typical 1994 maps, e.g. it looks like something from 1995. DAMNED03 is better still, a solid level for the period with a flow, although its very average today.

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Unknown date

I liked it

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  • File Reviews

    • By GuyNamedErick · Posted
      Functional map for 1994 but doesn't really have much to offer besides that. The short length isn't really a bad thing, but the basic layout makes it a boring map to play.
    • By SilverMiner · Posted
      Wow, I didn't know this exists at all!
    • By Shiro Nomatsu · Posted
      Great Wad! Easy on UV due to a lot of items and health scattered around. Music 16 is one of best I've ever heard on Doom. Paul Corfiatis did a great job on this one! 5/5.
    • By CaptainResident · Posted
      First and foremost, this mod does its job good to an extent. It sets the atmosphere up very well. The fire going out in the beginning is a nice way to start it off and the whole "stuck with nothing but a bow and wit" idea is a good way to execute the gameplay itself. But unfortunately that's as far as positives go. You see, the actual area is so dark that a particular enemy is near impossible to actually see unless you have focus into what exactly you're looking for. Even then, it's a tiny enemy. The one I am referring to is the Creeper. After that obstacle, you have a giant skull that teleports everywhere and a face that will scream nonstop. Unless you're on edge whilst playing this, those will just turn out to be annoying at a point. Then there's the final boss. It flings random shock images at you, ranging from a picture of a clown, to random gore, to the classic picture of the girl from The Exorcist we've all seen plenty of times. Lazy, if anything, considering they're just images with no connection to the actual game whatsoever.   TL;DR: Great concept and beginning, poorer execution. Sure is great reaction material for the unaware, though.