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Time Of Maps - Part 1

   (19 reviews)
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2 Screenshots

About This File

TOM is a boom compatible wad that uses only doom2 format line actions (except some boom light transfers) and sector effects. -complevel 9 in PrBoom-Plus is required for some rising stairs and "floor lower to 8 above highest floor" behaviour. Some maps don't work properly in ZDoom.

This isn't intended to be a traditional map set. Instead, it's a compilation of random maps and mapping experiments (for me) with random themes that are sorted by date (mostly), rather than difficulty. Each map is intended to be learned and memorized from a pistol start and recorded on for max runs (not all maps also have an intended speed route). I imagine playing most of these maps without learning them would probably be pretty annoying. The point of the maps is to learn them, plan a route, and record a demo as fast as you can. Most of the maps are bfg-oriented or rocket/plasma-oriented and most people probably won't like the gameplay.

Most of the maps are remakes of levels from other games. All of the remakes were built by looking around in-game in the original levels, counting floor and wall tiles to figure out heights and lengths, standing in corners and seeing where other corners line up, using a ruler and the in-game map to figure out general room sizes, etc. The Quake remakes were also built that way (I didn't look in a Quake editor). Though, there are still differences in appearance between the originals and remakes. If you're a fan of any of the games I did remakes of, I think it could be cool to check out these maps even if you don't like the gameplay (play on skill 3 - hurt me plenty - to play the maps without monsters).

Intended to be played with these options, if you want:

CATEGORY 1 (INTENDED) - prboom-plus - kills/items/secrets/timer HUD (with "smart totals" turned off) - any resolution + uncapped fps - custom key config for weapons - -longtics - no TAS features (unless you specify your demo is TAS) - turn180 if you use keyboard only

CATEGORY 2 - zdoom - freelook + jumping turned on - infinitely tall actors turned off - no bfg aiming - custom key config for weapons - no crouch

My key config in PrBoom-Plus is:

WASD movement, M1 fire, SHIFT shotgun, R chaingun, Q rocket, E plasma, F bfg, SPACE use, ALT strafe on, MOUSE turning (sometimes arrow keys with my right hand for long sr50)

My key config in ZDoom is:

WASD movement, M1 fire, M2 jump, Q prev weap, E next weap, SPACE use, ALT strafe on, SHIFT center view, always mouselook, never auto-aim, no BFG aiming, dot crosshair.

///////////// // MAPLIST // /////////////

MAP01 - released April 7, 2009 Don't wake up the revenants

MAP02 - released April 12, 2009 Silent Hill 2 remake of the first part of Rosewater Park

MAP03 - released April 16, 2009 Silent Hill 2 remake of the start area

MAP04 - released April 22, 2009 Silent Hill 2 remake of the Courtyard in the Woodside Apartments

MAP05 - released April 26, 2009 Doesn't work in ZDoom

MAP06 - released May 11, 2009 Doom2 format version of smedley.wad. Doom2.wad map01 remake built from scratch (no copy/pasting) exactly like the original, with some new areas. A secret area is a remake of the starting room and a hallway in Quake E3M3. Rocket jumping is required to reach that secret area in ZDoom.

MAP07 - released May 19, 2009 Quake E3M4 remake of the first room

MAP08 - released May 27, 2009 Doom2 format version of first part of dekutree.wad. Zelda: Ocarina of Time remake of Inside the Deku Tree.

MAP09 - released July 2, 2009 Doom2 format version of second part of dekutree.wad. Zelda: Ocarina of Time remake of Inside the Deku Tree.

MAP10 - released July 3, 2009 Doom2 format version of last part of dekutree.wad. Zelda: Ocarina of Time remake of Inside the Deku Tree.

MAP11 - released July 18, 2009 For practising 2-bfg-shot kills on cybers and long sr50. Similar design to Espi's pe.wad

MAP12 - released June 6, 2009 Doom.wad E1M1 remake from memory, after not having played/seen the original map in about 1 year, with doom2 monsters. It was Creaphis' idea. Also appears in e1m1mem.zip, e1m1mem2.wad map01.

MAP13 - released March 6, 2009 Doom2 format + single player version of my 2 sectors deathmatch map in 2sector.wad (map07) from July 2006. Originally released as seaburt.wad in March 2009

MAP14 - released July 30, 2009 Doom2 format version of map27 from chips19.wad. Remake of level 27 from Chip's Challenge. Also turned out to be a 1024-style map.

MAP15 - released July 16, 2009 Doom2 format version of my first five maps put into one map. The original maps are from dib28a.wad and were made in 2005

MAP16 - released September 1, 2009 My attempt at making an Oblige-like map from scratch.

MAP29 - demo map Map28 from dib28a.wad. My unfinished attempt at making cave architecture from 2006.

MAP30 - released September 20, 2009 A map with 2 sectors that will certainly be hated by most, if not all.

MAP31 - released July 30, 2009 Map11 with the cybers facing you.

MAP32 - released July 30, 2009 Doom2 format version of two of the last rooms from flanagan.wad. Also shows a Doom "bug" (?) where you can walk through certain impassible walls if your map takes up 32768 units or more, either south-north or west-east. Doesn't work in ZDoom.

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Pretty good set of odd challenge maps, with some overly sloggy fights here and there. Nice tribute to rosewater park.


Shame the screenshots on this page reflect the time ToD pulled a bunch of his maps off the archive for reasons I never knew

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Nine Inch Heels

· Edited by Nine Inch Heels


As the author states, these maps are aimed at a specific target audience, with a certain mindset. If you're the kind of player who is looking for something that is accessible and intuitive to get into, this will not be for you.


The idea of the set is not to go in, drop your saves, and overcome scenarios by way of chance eventually, but rather to study the maps in their entirety to ultimately conduct a full deathless run of a single map. That said, many of these maps can keep you busy for several hours (your mileage may vary) until you reach that goal, provided you have some expertise with slaughter/challenge maps to begin with.


The reason I like to play stuff like this is the sense of accomplishment that comes with beating a map after doing the necessary "homework". If what you're looking for is a set of maps to hone your skills, or try your limits perhaps, then this is well worth a download. If you're new to slaughter, this is not the place to start, get your feet wet elsewhere and come back to this set later, if you want.

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Horrible maps, even being slaughterfest, maps have many deffects and broken teleports, doors, switches, cards that can't be found, etc.  Got stuck on several maps with no way out, no solution.  I question if it was a good desicion to put hidden buttons inside torches?  How you were suppossed to find them?

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Unknown date

HOLY SHIT THESE MAPS TOTALLY TEAR MY ASS UP!!!!! Anyway, something I would expect from TOD, expectantly after experiencing play DIB on Skulltag online. Most of these levels feel like they are made for coop but after looking at the demos, they seem doable in single player. 4/5-Philnemba

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Unknown date

looks like the correct file is back

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Unknown date

Extremely hard maps, slaughterfests for the most part. Some areas drag on for too long, some are too dark or plain confusing unless you look at demos or check out the map in an editor first. Architecture is decent in some maps and poor in others, with an abstract feel to it most of the time. It could be a really great wad with a few refinements, but even as it is it's worth checking if you like that kind of gameplay. 4/5

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Unknown date

Don't download. For some weird-ass reason, the drama-queen author decided to nuke his maps from the archive. Moron.

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@ first reviewer - each map was released on doomworld forums when it was done, so people could've made suggestions if they wanted. People can modify these maps if they want, and change gameplay or architecture or whatever. Authors MAY use these maps as a base for modification and reuse. Go for it!

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@ above person - thanks for telling me stuff I was already aware of, but I'm afraid just because I took one minute to type a constructive opinion doesn't imply I'm interested in modifying someone's else maps. Why wouldn't I use that time to create my own maps ? I guess some people don't like criticism, I'll stick to "OMG THIS ROX/SUX LOL 30493 STARS FOR U!!!11" next time.

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  • File Reviews

    • By P41R47 · Posted
      I actually used this files MORDETHfb97-dsf but its the same wad with lumps properly organized.    Simply... WOW!!!   Love it from start! I really like exploratory maps with clever puzzles and secrets and pretty good encounters. The maps are neat, detailed, have a really good atmosphere and great architecture. The resources are used in a way that one can't ignore; its just really organic and nothing standouts as unfitting. Perfect texture work, indeed. (Don't know why, but while playing it, Suspended in Dusk by Espi comes to my mind... maybe some of the texture usage remind me of that amazing work).
      The dehacked monsters are good and interesting alternatives.
      I love the fog effect and how it dissapeard when you are near and then appeard again when you look at it from afar. If this was the demo, and after seeing some juicy screenshots, i just can drool dreaming about this long awaited mapset finally being released.

      Thanks MORDETH for this demo, its something really inspiring.
      I doesn't care to wait another twenty years to finally play the complete version ;)
    • By aargh · Posted
      Slaughtermap for beginners. Simple but effective level design, impressive architecture, great lighting. Arch-viles are a bit overused.
      Played with Meatgrinder mod.
    • By elend · Posted
      What a set of maps. At first I only expected random maps that use use Mario textures, but this is so much more. From the cutesy bullet puffs of the weapons, to the plasmagun sprites, there have been more changes than "just" textures. All together they form a very, very coherent picture which makes you almost disappointed, that there are no Mario enemies in the game.   Even then, the actual quality of the maps surprised me quite a bit as well. Very, very fun to play from the beginning to the end, with admittedly frustrating parts (the map featuring only Archies and Revenants or the map featuring ice and wind. Oh god, the ice...). These are not just simple techbases given a Mario texture paint, these maps are well thought out and tailored to the textures, ranging from grass lands, over desert to impressive castle scapes and even an air ship. I played on TYTD not only because I am a wimp, but also because those maps are really, really hard and have some frustrating moments. It speaks for this mapset's quality, though, that you can live with those moments and still enjoy the maps.   Try it out at least.
    • By P41R47 · Posted
      I really dig it! Its feel like a Ultimate Doom take of TNT, but its not at that level either.
      Its a great adventure mapset, leaning more to the  atmospheric and realistic architecture.
      First and second episodes are amazing. Introducing the new enemies as the maps unfold. But midway around episode three it start to lose steam, with a serie of really short maps and then maps really similar to the originals, this is not bad at all, just feels a little uninspireds. Fourth episode on the other hand, feels extremely rushed, with a lot of monotexturing and undetailed areas. Its not bad, but coming as the ending episode it could be much better, specially with the degree of detailing the author showed on the precious episodes.

      All the episodes offers a good challenge, even on Hurt Me Plenty, but don't expect anything near the difficulty of NEIS.   All in all, being one of the few complete Ultimate Doom megawads, its pretty good and i liked the new enemies sprites and the music used, almost all the time.
    • By chlef · Posted
      No, this is not good by any stretch. First 25 levels feel like they are all the same - colorless, flat, dull and bland. Next 3 look like deathmatch arenas with a handful of monsters. Again, all pretty much the same. The last two are pitch black mazes - oh what fun. As for the secret levels - I abandoned both. Map31 is a maze alternating between pitch darkness and flashing primary colours and map 32 is simply an incomprehensible mess. Possibly acceptable if you just want to kill some time with mindless point and shoot, but not what I would call an enjoyable Doom experience. At least it avoids degenerating into slaughter.