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DM1toDM2.EXE v1.0á (Multi-Level Doom I to Doom II Converter)

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About This File

(Multi-Level Doom I to Doom II Converter) Converts Single/Multi-Level 'DOOM I' PWADs and changes all MAPs, MUSIC, WALL Textures, and Graphic PATCHES quickly to 'DOOM II'. (Req. DOOM II Reg. to use converted PWADs)

Now that DOOM II is out and you've finished that last level, where's a vast universe of DOOM I PWADs to explore (after all DOOM I's got a year lead), to tantalize your imagination, and generally enhance your enjoyment of DOOM II.

With the use of this program you can convert these files in minutes into DOOM II PWADs, and back again with the -R switch without any knowledge of DOOM I and DOOM II differents.

[Note by the uploader:] I haven't tested this much, but...: To get a quick and rather good result, it seems to be best, to place the stuff from this zip together with the to be converted WAD in a doom2 -folder, then type 'dm1todm2', and then tell the program the name of the wad, that you want to convert. I write this, because typing 'dm1todm2 castle.wad' directly at the command prompt, resulted for me with a doom2-wad, that missed some textures. Also keep in mind: Reading DM1TODM2.DOC and understanding it completely is most definetely a good idea! (My problem is usually, that i'm not as patient, as i should be.) You might need to do some additinal editig with a level editor, to make the conversion result work properly. Customizing DM1TODM2.DAT is also worthy to recommend it.

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  • File Reviews

    • By Walter confetti · Posted
      Nice mini episode, reminds me of some sort of amateurish Plutonia Experiment sometimes. Pretty enjoyable!
    • By Summer Deep · Posted
      A very decent challenge. Took me about half a dozen attempts to crack it on UV. The wad is from 2015, but could just as well have been from around 1997. Solid, traditional classic Dooming.
    • By riderr3 · Posted
      The visual level design here is mostly similar to Plutonia and its unofficial sequels PL2 and PRCP. But it is by no means a gameplay part, since for example the gameplay in the first maps revolves around ammo shortage with not so much opposition (although it was tight in places, I admit), while the latter maps are somewhat reminiscent of slaughterwads with a bunch of ammunition and opponents.   The same applies to the size of the maps - the first ones can be completed in 6-7 minutes, while the last ones takes 15-20 minutes to complete. Although this could be explained by a kind of progress, despite the fact that even MAP12 (the first map in wad) is not a walk in the park.   I am not opposed to forced pistol-start (maybe even for), but usually if the levels should be completed in this way, they should be better balanced, as the ability to store things from previous levels is discarded.
      And again, I repeat as previous speakers - perhaps some arch-viles were even superfluous. This is especially noticeable when you go through the same room several times.
    • By Spectre01 · Posted
      Mostly enjoyable set in vein of "Plutonia but harder" and with larger fights. Visuals are often minimalistic, with combat being the focus of making the maps interesting. Expect plenty of Viles to resurrect what you kill and forced pistol starts on every map. 3/5
    • By Walter confetti · Posted
      Pretty nice map, some parts are been a little rushed out like the columns texture alignment, but overall the structure and the layout is pretty cool!