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SpaceDM9

   (43 reviews)
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10 Screenshots

About This File

SpaceDM9 is a set of smooth-flowing deathmatch maps with a combined focus on open-ended gameplay, grand architecture, and unique, modern settings. Built for the Skulltag engine, these levels are designed to take full advantage of the ZDoom software renderer and UDMF editing features.

This wad is, at the time of this writing, not compatible with OpenGL rendering. Use software, or stuff's not going to render right! Seriously!

(I know no one reads text files and people will try playing it in GL anyway. But seriously, come on, guys.)

(Don't try playing it in ZDoom, either. The jump physics are different, and you'll find it exceedingly difficult to navigate some of the maps without dying.)

Also, in case you missed it above, this requires the 98e alpha build 3120 (or later) of Skulltag to run properly. Earlier versions will make S9DM03 largely unplayable due to a flag-setting bug in netgames.


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DoomKrakken

  
I wish there were more maps like S9DM03 (Shogouki)... and for singleplayer, too!!!

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Guest

Unknown date

  
wow amaazing stuff! 3rd map slows down my i7 5/5

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Guest

Unknown date

  
Absolute garbage. 5/5

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Guest

Unknown date

  
this is the worst shit I've ever shat upon, 5/5 stars

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Guest

Unknown date

  
super super super crap! 5/5

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Guest

Unknown date

  
This is way beyond sick. Also, Gothic99 recycled in space - that sums this wad up. :P 5/5 because it looks so damn pretty. -TomoAlien

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Guest

Unknown date

  
These 3 maps gave me a boner. 5/5

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Guest

Unknown date

  
Shit. Just absolute garbage. -Lupinx-Kassman

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Guest

Unknown date

  
This runs so slow and broken in GZdoom! wtff! -0/10

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Guest

Unknown date

  
The magnitude of awful exhibited by SpaceDM9 is beyond legendary, reverberating softly across all of time and space. Distant civilizations instinctively fear this without even knowing it actually exists. 5/5 - MoD

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Guest

Unknown date

  
The worst wad I've ever played. 5/5

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Guest

Unknown date

  
Nice job managing to lag a 560 Ti with the third map. Looks pretty although they look like they belong in Quake or Unreal Tournament.

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Marcaek

Unknown date

  
Map01 is a really cool, flowing newschool layout with some jumpiness going on, 02 is a nice little OS DM arena, and map03 is a gorgeous space city-style map which unfortunately is too resource intensive to play well. I'd rate this higher if it got a polished rerelease, it's totally worth a look in any case. 3/5 for the package, and a bonus point for the spacetv.

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Guest

Unknown date

  
Truly, the worst dm wad ever designed. -Snakes

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Guest

Unknown date

  
better than 32in24 5/5

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Guest

Unknown date

  
More lame DM maps

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Guest

Unknown date

  
This is a positive comment.

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Guest

Unknown date

  
People rate this low because they can't accept that they should ditch software rendering and go hardware, come one a GeForce 7050 onboard got 20fps on the third map so any decent card would get over 60 easily. Awesome maps. Or should I say awesome eyecandy. 3/5

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Guest

Unknown date

  
This was, at the time of release, not compatible with anything BUT software rendering.

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Guest

Unknown date

  
the downvoters are idiots who have no concept of what these maps achieve. spacetokyo is a masterpiece.

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Guest

Unknown date

  
This just sucks so much ass. ~CSONIG

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Guest

Unknown date

  
WHOA what is up with these? crazy detail probably took most of the development time away from making more maps, but judging by the attitude displayed here in the comments i dont think it they would care if there were 3 maps or 32 maps, people are just ungrateful i guess. i liked what there was and playing the smaller map with a friend was alot of fun 5/5

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Guest

Unknown date

  
well I was hoping to see more than 3 maps, I hope more are coming up soon. 3 maps, 3 stars.

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Guest

Unknown date

  
awesome stuff

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Guest

Unknown date

  
Excellent map pack, you Jetsons, once again, have shown the community how its done. 5/5 your biggest fan SnipaR "Freshez to da dethez" 109

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  • File Reviews

    • By E.M. · Posted
      This right here is one of the oldest joke wads ever made, and its parodies of bad map design are still relevant to this day.
    • By SilverMiner · Posted
      The soundtrack is coherent thruout the whole
    • By LateToDOOM2020 · Posted
      No idea how this works Its doom magic!
      Very cool
    • By Philnemba · Posted
      Ok not going to lie, but I thought this shitpost megawad was made last year and NOT from February of 1998 which also technically predates the original Mockery wad by a few months 👀!?
    • By Catpho · Posted
      The first truly mature map of yakfak's. The puzzly, "inner logic" map mechanisms and scavenger, dungeon rat gameplay of their previous levels Meep Keep & Hexasketch returns, but whereas those can feel clunky and barebone at points despite the strong authorial voice, here it is fully fleshed out: the setting is evocative, the construction shows the strong command of shapes that defines yakfak's later works, the item placement and layout bends and loops in complicated and surprising ways, the level's moment-to-moment gameplay is filled with a sense of discovery and wonder.   Job has a strong hook in its text file, but what players might not realize is that they must really hang on to every word in its description to even be aware of the level's main concept. In Never_Again's in-depth review for /newsuff (which I highly recommend for details or if you are feeling stuck), he mentions being locked out if you took the "easy" route out, but I feel that's incomplete, as the real reason hinges on the player being conscious of what they are doing in a representationalist sense. In other words, to be able to reach your dream, you shouldn't just interact and go everywhere at random, but try to think about what you are doing in the context of the game's world. The solution will be clear if you square it with what yakfak hints at. There are complications: the in-game hint system of crosses and arrows are counter-intuitive, and exploration will eventually lead you to the combat zone, which itself is a puzzle unravel as supplies require routing and withholding combat through treacherous enemy placement, with only a berserked fist as defense (HMP or below is strongly recommended). In my own experience, it was fun but exhausting to make it through to the AV-guarded yellow key and slowly solve the piece, but I got massively demoralized when I read Never_Again's review that I had already locked myself out of the second half of the map. It was only when I was showcasing the Doomcute in this map to someone else that the level's inner logic finally clicked, and after some experimentation, which was much smoother thanks to me already being aware of the level's layout and lingering mysteries, I managed to solve it.   The feeling of "lore" behind the level's trials and tribulations is my favorite thing about Job, and I wish it didn't take a review for me to "get it". In terms of intriguing combat, intricate moments, or imaginative layout and visuals, I think zzzv tops themself in (woefully underrated) levels like Spidersilk, Nato, and Northern Powerhouse. Nevertheless, an essential stop for yakfak fans, and a memorable journey for those who look for Doom off the beaten path.
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