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Green Goblin's Deathmatch Levels (legalized version)

   (1 review)
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About This File

The first 8 levels of this wad were created by me with the intention of using them in deathmatch mode with my buddies. I did try to build them so that they can be played in single mode, but I may have missed a few weapon stashes or monster dens that should be toggled for multi-player only.

There is a definite trend in the complexity of the levels from 1 to 8. This reflects the fact that I was just learning how to build wads at the first, and slowly got the hang of it by the end. [...]

The stat bar was based on one I found in the DOOM2 DOMAIN.WAD. I lost the text file that came with it, so apologies to the author. [Note by the uploader: That's 'Soliders Domain' by Kevin Roels, located in the /idgames-archives here: /levels/doom2/deathmatch/d-f/domain.zip . But Roels got it (the statusbar) apparently from INVADE1.WAD by Andy Chen and Claude Martins, located in the /idgames-archives here: /levels/doom/g-i/invade1.zip .]

The status bar face was built by my friend B^2, and the new wall textures are modified floor textures saved as walls. The new sky was something I generated in VistaPro, the menu lettering was generated in TrueSpace 3D Modeller (they didn't come out like I wanted, 320x200 resolution sucks :< ), and the new mission names were simply cut and pasted from the existing ones.

Phew! Well, I think that's it. I hope you enjoy it.

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8 small DM levels, playable solo. M1-M3 & M6 are terrible, although mercifully short. M4 is OK but too short; has two unintentional voodoo dolls. M5 is a much larger underground maze, has semi-invulnerable Cacos, blah otherwise. M7 is similar, though improved by some nice recolors. M8 is a boat with multiple decks, passable execution. M9 was the original E1M1 with a couple more Sarges in the courtyard outside the green armor room, a Cyber in the main courtyard and the exit made fake à la E2M6.

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  • File Reviews

    • By Chipchase · Posted
      Superb firework display of thousands of fireballs seeming in slow motion because of the vastness - mostly avoidable as they land where you were ages ago; but worth playing just to see it. A HUGE square surrounded by tiers with hundreds of imps and a few others, plus a blockhouse you can enter first to collect ammo.  Fighting through the hundreds of monsters when you get onto the tiers is another matter, overwhelming at UV. I cheated to finish so at least I could review.  Some HOM bugs.
    • By CountArchvile · Posted
      Terrence For fucks sake...
    • By Yura04kizel · Posted
      Laggy hell with 32k monsters and too much invulnerability spheres. Just... total vomit.
    • By Chipchase · Posted
      Insanity, with voodoo dolls (see second screenshot).  I get the idea of a shooting gallery if that rocks your boat, but 6000 monsters behind railings- as far as the eye can see, FFS! My PC crawled when I looked towards the invuln spheres (someone said 32 k of them and you can't avoid picking up thousands at a time). In the end I cheated with god mode and no-clipping, and waded in among the chaingunners until I got bored.  
    • By Chipchase · Posted
      Simple, clearly a first wad.  All on the flat with big, brightly lit, and architecturally implausible rooms. The first map has two rooms, the second map one, and the third map one plus a kind of exit lobby. You can do one of two things - just run past the monsters and finish (I did it in 35 seconds), or have a bit of fun killing the monsters first. No noticable bugs. I hope the author will go on (or went on) to greater things.