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Zone 300

   (107 reviews)

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A 32 level megawad of small maps for Doom 2. Your mission is simple. Blast you way through techbases, dungeons and hellish abodes and save Earth from extinction. These maps contain no more than 300 linedefs apart from the much larger super secret level. Zone 300 = Short, quick and simple.


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Osmosis Bones

  

The 300 represents the amount of seconds it took to beat this

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mr. janitor

· Edited by mr. janitor

  

i love this WAD, i picked it up when i was bored last night and i had a blast. the music is BUMPIN' and the levels are pretty challenging to a hurt me plenty player like me, i always dread hearing a cyberdemon wake up and almost every level takes me more than 1 try

5/5 From the janitor

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VoanHead

  

Bite sized review for a bite sized wad: if you're ever feeling tired of exploration type wads, crank this baby out to sit back and relax. Even on pistol-starting, it's a fun romp of 33 levels that you can ask for. Music is cool, too.

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Summer Deep

·

  

This is a good megawad to try when you're fed up of playing maps with obscure progression, nukage all over the place, archviles round every corner, choreographed, contrived lock-in teleport ambushes, and so on. The maps are short, straightforward and fun. I completed this over two days, playing on UV and only saving in one level (MAP29, which has a Cyberdemon and four Archviles in confined spaces, but no plasma ammunition whatsoever).

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spd7693

  

Didn't impress me much. The maps are short and mostly simple, you start and you finish - that's it. Most of the maps are simply arena fights with some tougher monsters. 29 is a bit of hectic and I will say that I don't like secrets that obviously require an arch-vile jump. Maybe OK to be speedran on UV-Fast, or UV-Respawn - it's quite challenging - but for a calm player like me, who enjoys playing tricks with monsters and finds more thrill dodging projectiles than fast-killing stuff, this wad was quite boring. I'd honestly rather play Eternal Doom than this. (If I have another 6 months to spend, of course.) Let's see if Zone 400 will be more thrilling. 

 

Yeah, I am seaching for maps with lots of fight puzzles, switch puzzles and moving around, that aren't as long as the ones in Eternal and Epic 2. Is there such a wad at all? 

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Lebsrostla Halabala

  

I think it is a great megawad to improve skill of someone who just finished Doom II. Short and fun levels with great soundtrack. 

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P41R47

· Edited by P41R47

  

Just ended this megawad.
Its fast pumping action on really short and moderatelly challenging maps.

i really like it, and the soundtrack is one of the best!!!

Thank you Paul Corfiatis for this megawad.

Hope you can give us more awesome and entertaining mapsets like this one.

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galileo31dos01

  

Done with these settings:
 

- Crispy Doom 5.2

- Ultra-Violence

- Continuous combined with pistol start mindset.

- Saves every 10 minutes or so.

 

Short and sweet megawad, this provides a set of maps alike classic Doom II iwad-ish in byte-sized layouts for a quick experience. The mapper worked with a limitation I'm not very familiar with, it looks to be a sort of challenge he put to himself to work with a base of 300 limits, and I thought the results were more or less appealing, depending on the map. All around stock textures in simple design choices, such as monotextured corridors and lots of squared geometry, or even triangles, not much about details or tricks with light variation, although there's some decent usage of it, but that's not something really important to look for in a wad of this kind. And it's not needless to say how similar are certain places to original Doom II and other iwads, more like micro remakes, for example an easier version of The Chasm included in the same map with a convoluted Gotcha! scene, or a tiny crates maze that looks chunked from TNT's crates map. It was cool to revisit these visual concepts once again, even if for a short period of time. Also, PCorf included a vast selection of tracks for a change of pace, good to not hear the stock soundtrack in a wad where it would have casually fit too. 

 

Perhaps the limitation could have been executed with a bit more variation in combat and progression. The maps are easy to figure, linearity above all, you're usually entitled to dispatch enemies with your hitscan weapons, mainly shotguns, not a lot of opportunities to pull out your heavier weaponry if you go on pistol starts, or else it becomes exploration time where secrets hide them. Combat is straightforward incidental butches presented in front of you, with a few turrets here and there, and a couple surprise (or predictable) traps to keep you on your toes, generally including low-tiers in ambushes. Thing is, the same kind of tropes are repeated in most maps, such as corridor-shooting usually involving some zombies, hell nobles or pinkies, symmetrical placement (if there's a sergeant in this corner, there for sure is another one in the other corners), or the typical wall-of-meat guarding the exit, which lack any sort of threat on that context, although the latter is sometimes spiced up. When that's not the case, it can be fun run-and-gun, grinding through weaklings in fast mode, teleporting ambushes putting a bit of pressure, and some helpful berserk/chainsaw usage. The ideas work well together in my opinion, given the size of the maps it's a plus that the less entertaining parts don't drag on too long. 

 

Secret-wise, there's a high chance that you'll need to search for hidden weapons/ammo in order to kill everything in a few maps. That or to off high-HP enemies that otherwise will suck all your bullets. Some maps guard tons of secrets in very visible ways to find them, so that could be good for those who despise exploration (no idea why they would though...). I liked the ideas in the secret maps, the first one might have needed to be more violent, serving for the difficulty I was playing on, and the second one does its job as a casual map screwing limitations. For favourite maps I'd pick 10, 24 and 27, while the rest were more or less enjoyable.

 

Overall, simple as it is, I liked this stuff, it's fairly accessible to people who want to take their first steps into pwads, that is, akin to the original game in terms of difficulty and aesthetics. My personal rate is 6,5/10.

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unkind

  

WAY too many barons/hell knights, way too much SSG, map before last boss was one of the worst maps ive ever seen, early maps all good and fun, though.

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DoomKnight1984

  

Short but enjoyable maps. A good mapset to kill time.

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BluB0x

  
Short, Simple but great!

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Spectre01

  
Short, simple and fun maps with a great original soundtrack. 4/5

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Aquanet

  
Lots of fun playing no-save. Tight shooting with lots of good old fashioned closets. A comparatively large number of PEs and lost souls in the later levels and no shortage of AVs.

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valkiriforce

  
Good ol' Doom 2 fun in short fashion.

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AnonimVio

  
Average at best, didn't really enjoyed it.

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LkMax

  
Has some nice ideas and fun short maps overall.

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trrobin

  
Funtastic classic megawad. This is nuts and bolts doom at it's very best.

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Guest

  
quite good casual timekiller, the concept could be exploited better but most of the maps are fun. worth a look for maps that are short, do not overstay their welcome, and not that hard

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Soundblock

  
Masterful display of Doom gameplay control, in a nice coherent style.

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Guest

  
Amateour maps.

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Guest

  
Awesome wad, nice short levels, easy to hard difficulty and custom lev themes, excellently made wad!

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purist

  
Even if you don't allow for the time and line constraints this is a straight up classic blast through. Not all the levels hit all the right notes but none stick around long enough to bore or annoy.

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Martin

  
The gameplay is entertaining and makes this worthy Three stars

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Guest

  
excellent!

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AD_79

  
Short and sweet, the way I like it.

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  • File Reviews

    • By finnaboing · Posted
      LOCAL DINGUS PLAYS EVERY SINGLE DOOMER BOARDS PROJECT PART 2: CIRCLE OF CAINA SP   (if you don't know what the Doomer Boards Projects are, here's the Doom Wiki article on them)   The next installment of the Doomer Boards Projects, April 2018's Circle of Caina SP, helmed once again by 40oz, is a notable step up from its predecessor. Inspired by FraGMarE's "icy deathmatch map" of the same name (y'know, minus the "SP"), it's a set of eight levels based around a wintry theme and it single-handedly got me excited for the rest of this series.   First and foremost, this WAD looks incredible. Every arena feels very distinct from the last - none of these fights blend in with one another and they're all the better for it. 40oz chose an amazing resource pack for that month, with the textures being perfectly suited for the cold, jagged landscapes. Normally, I either wouldn't notice the blockiness of the terrain because I'm so used to it in Doom or I'd dock points for it, but here, it works so well with the vibes of each map that I honestly love it. I'm already partial to ice/snow levels in video games for a ton of reasons, so this WAD going all in with the lighting and icy aesthetics makes me so happy. The music choices are also perfect (other than Hell Revealed MAP16's MIDI for "Cold Shoulder" for some reason but it's not that out-of-place), with a lineup of classic MIDIs that also happen to evoke that chilly feeling.   That's not to say it's all style and no substance, though - even if the fights do feel like they have a less intense bite overall than MoM, there are a lot more tricky "gotcha!" moments here that really keep you on your toes for longer. Each new arena feels dynamic and well thought-out (even the random pop-up monsters in MAP08 that feel a bit forced in but still work somehow even though you got a free BFG (the only BFG in the set, if I'm not mistaken) in the first room and plenty of cells along the way so it doesn't even really matter but whatever). The whole WAD flows super well, too, and lends itself very well to marathon sessions. Each map has a degree of momentum that keeps everything moving at an enjoyable pace.   I found the ammo balance to be a lot more generous than Monuments of Mars for this one too. I don't know if I'd necessarily say that means this WAD is "easier," but it feels a lot more beginner-friendly (as in, me. that's me. I'm beginner) and makes fights feel a lot fairer. Outside of MAP07, "Below Zero," being WAY harder than every other map in the set (and almost every map in DBP1, for that matter), the difficulty stays pretty consistent throughout. MAP01 starts out really simple and minimalistic, MAP08 is a bit of mini-slaughter, you know, the usual.   For me, the show-stealer is MAP05, "Frosty Cream Glade." It is maybe one of the greatest Doom maps I've ever played. It doesn't look like much when you first see it, but the way everything is so interconnected and how clever yet simple the encounters are and how pretty the visuals are and how the nonlinearity of the map lets you tackle the encounters in almost any order you want so it feels a lot more personalized and how the map's layout means that part of the puzzle is figuring out how to get where you want to go and the indirect signposting is so well-done that you're probably guaranteed to find it but it still feels satisfying AAAAAAAAA I love this map it's so good. If there's one's map you need to play from this set, it's "Frosty Cream Glade." The AUDACITY of supercupcaketactics to use the MIDI from Scythe 2 MAP21 and somehow completely justify its placement is something I aspire to.   This WAD's far from perfect - 40oz's maps can be underwhelming, some of the levels' freeform nature greatly hurt their pacing ("Cold Shoulder"), they take FOREVER to give you a rocket launcher (you don't get one until MAP04, that's annoying), MAP04 and MAP08 use the exact same MIDI which is really jarring when you play MAP08 for the first time, and for whatever reason MAP05's exit is tagged as a secret even though it's not hidden at all and is required - but I'm getting nitpicky. Circle of Caina SP is a fantastic set of levels from some highly talented people working with a theme that I'm already a huge fan of. Definitely a WAD to check out if you've got a few hours to spare.   OVERALL RATING: 8/10 FAVORITE MAP: MAP05 - "Frosty Cream Glade" (by supercupcaketactics) LEAST FAVORITE MAP: MAP03 - "Some Other Circle" (by 40oz) (it's not terrible by any means but it feels kinda meh compared to the other maps) HARDEST MAP (for me at least): MAP07 - "Below Zero" (by 40oz) MAP YOU SHOULD PLAY FIRST IF YOU WANT A SAMPLER: MAP01 - "The Chill Before The Thrill" (by noisyvelvet)
    • By BoxY · Posted
      Horribly glitchy and impossible to see or do anything in the game. Literally every single texture is glitched out, only thing that works normally is the shooting sounds. 5/5
    • By Shaii · Posted
      I wanted to try this mod because everyone said it was really good and it won an award, but it must have been corrupted during the upload because it is literally unplayable. Horribly glitchy and impossible to see or do anything in the game. Literally every single texture is glitched out, only thing that works normally is the shooting sounds. Are people rating this 5 and calling it art as a joke or something? If so, I don't get it. :/
    • By Kuma · Posted
      Everyone has a doom game they remember with wistful nostalgia as their first wad. For most, it's Doom II, Doom 1, or for some, Final Doom.

      JPCP is mine, and five years after first finding it I've published my own wad and am working on two more.   Thank you.
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