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Wads_Up - A Doom Level Editor

   (3 reviews)
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About This File

Why Wads_Up?
Simple to use. You shouldn't need to know all the intricacies of the WAD file to use it.
Very quick at building up the basic structure of your level. You want to build a 12 walled room? Just type in 12, click on the map in two places and you have a 12 walled room. Move the corners of the room to desired position with the mouse. Want a corridor off this room? Create a 4 walled room. Merge one of the walls with one of the walls of the original room. Move the rest of the corridor to the desired position. It's done. Everything is defaulted and you can run it from there. No fiddling with sidedefs, sectors, linedefs, vertexes. It should all be done by the program. Change heights, textures, light levels, etc.
Runs under Windows. Allows you to multi-task with DOOM itself, editing and playing levels without all the tedious booting up of DOOM. On v1.2 this only works if you don't a) Add/Delete Objects or monsters, and b) change the structure of the rooms. In v1.3 of DOOM, ID are catering for this functionality so you should be able to do this fully.
Doesn't touch your DOOM.WAD file. (Unless you tell it to!)
Can reference Multi-Wads for GFX, levels, etc.


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  • File Reviews

    • By Marlamir · Posted
      Pretty good. The combat was fun and design wasn't bad at all.
    • By Meril · Posted
      Despite its age, nice details and well designed. Way how blue key is hidden is really clever. But map is dark and cramped. Enemies are only imps and hitscanners.
    • By Dovahxul · Posted
      the more I play the more I get more sad that this map pack is going to end soon its really great :)
    • By Meril · Posted
      Pretty good map in E1 base style (except Doom2 monsters) Nice design but there some texture alignment issues.
    • By Nems · Posted
      Despite the browns and grays that are prominent in this megaWAD, I found it to be fun. I also found it to be quite the challenge. The first map gives you a taste of what to expect in terms of enemy encounters. The author makes good use of mid-tier enemies to apply pressure on the player. Monster count for most of the maps barely breaks the 150 mark but, as said before, the use of mostly mid-tier enemies puts pressure on the player. I also like how the megaWAD handles level progression. Most of the levels you go through consist of caves, cities, islands, and tech bases in space. In fact, there's only one real Hell-like level and even it's within the confines of the moon base you fight through in maps 21 - 30.   About the only gripes I have with this megaWAD are with regards to maps 32, 29, and 30. I know the text file and map 31 give warnings about map 32 but there really should be some kind of alternate exit in map 32 instead of trapping you in place if you don't pass one of the puzzles. I wasn't a fan of how close quarters the IoS fight was in map 29, especially since it can get cramped quickly with monster spawns. Finally, the randomization of what keys spawn during your escape in map 30 isn't fun either. 10 minutes seems like plenty of time but between navigating the vent system (again) without light goggles and dealing with mid-tier enemies, that 10 minutes can get eaten up really quick.   Overall, it's still a fun megaWAD. I'd recommend at least giving it a shot.
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