Jump to content


   (5 reviews)
Sign in to follow this  


9 Screenshots

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


User Feedback

Create an account or sign in to leave a review

You need to be a member in order to leave a review

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

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.

Share this review

Link to review

Unknown date

UV en 7 vies - Eye's

Share this review

Link to review

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

Share this review

Link to review

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.

Share this review

Link to review

Unknown date

I liked it

Share this review

Link to review
  • File Reviews

    • By Classicgamer6 · Posted
      Gameplay wise this WAD is okay, nothing too spectacular, but what it does right is detailing and setting the mood correctly. I recommend this if you like special effects in your Doom levels and it's short enough to beat in about an hour or so.
    • By Summer Deep · Posted
      Found this map on an old CD from a PC mag circa 1995, and it was just about the only one that could honestly be described as above average for the era. Graphically very basic, but very tight, involving gameplay and a worthwhile challenge if you have a spare 20 minutes or so.
    • By whirledtsar · Posted
      The texturing and detailing are pretty good but the map is very cramped. You'll frequently get stuck on little details or want to pass through spots only find there's just barely too little room, which is frustrating. Ammo is quite low, so you'll have to think carefully about how you use it. Which isn't a bad thing at all, it's a different experience than usual. There are a few new sounds (replacing the pistol, shotgun, and chaingun noises), all of which sound absolutely terrible. Overall though, the experience is okay. It's a short but moderately challenging map that will take a few tries to complete and isn't a waste of 10-15 minutes.
    • By SuperArjunaButt · Posted
      Overall, good job!  Thanks Josh for making this and giving me a shoutout in the credits.     I played this on HMP, continuous, and with GZDoom.  This WAD certainly hits a lot of the same (awesome) notes of Doom E1 without getting too close to the originals, and I think improves the final fight in E1M8.  It would get a 5 star rating except for two overall problems:   --There are decent stretches of map with a lot of the same wall texture  The opening area in E1M1 and the exterior wall in E1M5 are examples of this.   --In E1M6 and 7, there are a few hallways where it looks like I was supposed to approach from the other direction, and the monsters were either set to Ambush or behind two sound blocking walls.  Maybe split the orientations next time so half the monsters are facing one exit and half are facing the other way.   This WAD is definitely worth the time to play through, and it ends the way E1 should have ended.
    • 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.