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Going Down

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About This File

Something sinister is lurking in UAC headquarters. Grab your gun, head to the roof and shoot your way down through the building to get to the bottom of the mystery.

This is a 32 map Doom 2 megawad - boom format, complevel 9. Each map is a floor, each floor has a lift, each lift needs a key. You'll work it out I'm sure, just keep going down.

These are small, fairly hard maps with high body-counts, and gameplay I would describe as 'chaotic-evil'. The music tracks are my own compositions which you may use with appropriate credits, here is a track list:

map 01, 29 - 'Somebody set up us the bomb'
map 02, 30, 31 - 'Zombie goes shopping'
map 03 - 'The haunted supermarket'
map 04, 15 - 'Running from the jazz robots'
map 05, 13, 23 - 'The haunted aquarium'
map 06, 22 - 'Lost in zombie cyberspace'
map 07, 20 - 'Mega robo-clown boss battle'
map 08, 14 - 'The haunted waiting room'
map 09, 17 - 'The haunted skeleton factory'
map 10, 27, 32 - 'Robo-zombie mecha-brain boss battle'
map 11, 21 - 'Zombie maggots in the flesh cathedral'
map 12, 24 - 'Chased by dancing skeletons'
map 16, 28 - 'Wedding march for the princess of death'
map 18, 25 - 'Hiding from the robo-zombies'
map 19, 26 - 'Attack of the spider-clowns'
title screen - 'Going Down'
lift muzak - 'Descent of Death'

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A very thematically interesting pack resembling a slow descent into hell where the environments gradually become more dangerous and oppressive. The maps are all relatively small and claustrophobic sequences of battle arenas with gorgeous aesthetic design and occasional interesting gimmicks or puzzles thrown in, which on one hand I found a much welcomed change from the sprawling, labyrinthine switch hunting maps I've played in some of the other packs, but on the other hand these were some of the most challenging and brutal fights I've ever slogged through, my experience resembling something like a suffocating and frantic panic attack with precious few moments where I could gasp for air.

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One of my favorite wads mainly because of its mapping and the soundtracks that I love, the difficulty of this can be difficult for somevpeople but I feel that it is something that fits a lot with the wad, it is simply great

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· Edited by TheRevenant212


This and Revenge of the 90's are actually my two favorite megawads, but this especially. There is just so much hard work and creativity flowing through with this wad. It's honestly amazing. Friggin' love it. Good work!

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· Edited by finnaboing


As of right this very second, this is my favorite megawad of all time. There's so much creativity oozing from every single tiny bit of this thing, from every fight smacking you upside the head in unique ways that I'd never thought possible before playing it to the textures (to my knowledge) being exclusively stock Doom 2 textures (which I absolutely wouldn't have known if I wasn't told), to the music - GOD, I love the music. It's almost free jazz-esque, the way it jumps all over the place unpredictably. You definitely can't hum along to it or anything, but you sure as hell will remember it.


The difficulty's pretty reasonable, too (keeping in mind that I played through it on HMP, with saves, and single-segment lol) - I wouldn't say there were any maps that felt unfair, and the progression is done beautifully. Most of the maps are pretty short - they get in, get out, and don't overstay their welcome in the slightest. Like I said earlier, every fight sticks in your mind, with "oh shit" moments galore and mouldy's one-of-a-kind mapping style leaving you constantly guessing. To say this is "essential playing" would be an understatement.


(also the fact that "The Mouth of Madness" was the only map in Going Down to make it onto the "Top 100 Most Memorable Maps" list is a crime imo; no shade to anyone who worked on that list, y'all did a great job, but c'mon, "TMoM" isn't even the most memorable map in the set, and "Insanity" and "200 Mega Hurts" should've been on that list by default)



FAVORITE MAP: MAP26 - "Insanity"

LEAST FAVORITE MAP: MAP14 - "Secrets and Lies" (but even then I still really like it, it's just a bit too "heehee haha" for my liking if you get what I mean)

HARDEST MAP (for me at least): MAP18 - "Buried Alive"


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I really like this wad's concept, I think it's really creative and has potential, except in practice. In practice the level design has some nice ideas to it and I like the short bite sized levels, but the enemy encounters all come down to "how many enemies can I cram in this tiny room" and then constantly teleporting more enemies, frustratingly so. It gets fairly repetitive and the awful, migraine inducing soundtrack doesn't help, so much so I never made past map 10 or so because I always got bored or frustrated with it around that point.


I may be harsh, but again I really like the concept and I'd love to see this idea of a Die Hard, going up or down an office building map pack done better, especially with less ear bleeding music accompanying it.

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true to its description, this megawad consists of small, difficult maps packed to the brim with enemies. while it's still doom, it has its own unique brand of gameplay that consists of cramped, slaughterish encounters with tons of unique ideas thrown into the mix. it ends up feeling quite chaotic, but in a good way. the visuals are on the more "realistic" side, with doomcute being a pervasive feature throughout, and the music is in an absolutely bizarre with a style completely unique to the creator, cyriak harris. this all ends up combining to create one of the most distinctly unique, creative, and bizarre megawads in recent memory. btw it's also fantastic and you should play it

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Teo Slayer



Cool idea of adding the ULTIMATE SPOODER as Spooder Mastermind's final form
Btw, the design of the maps are pretty cool, it feels like raiding a building in the early levels


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Just the best megawad of all time.

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The level design is absolutely great! i love how it makes you genuinely feel like you are in a building the whole time..


For some reason this wad gives me a Die Hard vibe [probably the whole "Go down a building" Motif... now all we need is a demonic Hans and we are all set]


but yeah.. great wad overall...

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Would be a 4/5 if it weren't for the last stretch of levels (maps 20 onward) which are absolutely fantastic.


The levels are quite short, but combat is really challenging, especially if you try to get all kills (which I didn't). I think it leans a bit too much on ambushes in some maps, but thankfully there are concept maps like Gladiator, 200 Mega Hurts, and Demonology to prevent things from getting boring. That each level flows into the next, through the elevator (and sometimes other things), is a really nice touch. The visuals are probably the best possible with vanilla textures, and the music, while difficult to listen to, is perfect for this WAD's "chaotic evil" style. It's a WAD worthy of its author, the master of chaos Cyriak Harris.

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nice wad

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· Edited by UnknDoomer


For me, at the moment I'm writing this review, #1 WAD of onces that I've played / seen / heared.


Options and things:

* GZDoom.

* Have played with "Complex Doom" modification.

* Difficult - "Ultra-Violence".

* 100% secrets and enemies.

* No annoying maps found.
* #9 in community top.




1. + Great, own, unique style level design. I just tell a few words about some of the levels:

* MAP07. Bad Reception. Small arena. Tough fight.
* MAP08. Hide and Seek. Small warehouse map with 18 enemies in total. But this enemies - arches and pinkies. And if you start with the pistol - there is only chain gun on the map in additional to it. If you using Complex Doom add-on - those arches might be way tougher then regular onces.
* MAP09. Broken Records. A lot of hard enemies in small arena that is look like library.
* MAP12. Dead End. Nice, circle like, map.
* MAP15. Gladiator type arena. Literally. First you fight with some upcoming enemies. After "viewers" (another demons) starting to fight with themselfs and you.





* MAP20: The Mouth of Madness. The name speaks for itself - from a kind of mouth, from the very start of the map, hordes of demons move directly to the doomguy. And BFG will not save you at all. Strategy here - as fast as you can use switch on the left side of the map (climb the islets) and then run and use switch on the right. Break through the pack of barons to teleport, which is on the right side, in lava, and hide in the top type location. Wait till most of the enemies will kill each other. I've attached some screens.




* MAP21. Indigestion. No ammo or weapons. Only pistol with few shots. Tough enemies. As result you need to use local traps and enemies attack enemies strategy to deal with, in total, 135 of such onces.
* MAP28. Necropolis. ~ 1411 enemies. And mostly no regular place to hide from them. Few cyberdemons, a lot of cacodemons.
* MAP30. Game Over. That what can happen if you will play Doom too much... Or, by other hand, some Silent Hill 4: The Room atmosphere here.


2. + Horror-inspired music on some horror like levels.

3. + Combines just fine with "Complex Doom" modification.
4. + Challenging.

5. + Unexpected gameplay twists.


Zero, but,

* - If you play with Complex Doom you can stuck on MAP29 in case here was unique boss and mod just change it to it's own regular one type. So. To proceed further use console, ~, and write there "MAP MAP30". MAP30 can be beaten with pistol start without much troubles.

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It's like Die Hard meets Doom with a dash of humor, if that sounds interesting to you this is is your gig.  The maps themselves are very clever with a huge amount of variety so you never know what's going to happen next.  If you're one who likes shorter maps, you'll be pleased with the somewhat bite sized to medium layout of the levels.


While it's fairly Vanilla in nature, it makes use of some DeHackEd and Boom scripts that are tastefully done.

However, the difficult is fairly extreme and only seasoned players should attempt Ultra Violence or Nightmare.


As some have pointed out, the music may be an acquired taste if you aren't into rather psychedelic tunes.

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my personal favorite WAD

just make sure you're prepared for some intense fights on UV

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Denim Destroyer


Going Down is hard for me to review because of how unique it is despite being just another Boom compatible megawad. Plenty of megawads exist that have unique themes and brutal open ended levels but Going Down sets itself apart through intelligent use of Boom actions. No two maps feel exactly the same because under the hood they always have something different going on. Walls falling to reveal a new hellish underside, a dark mirrored version of our world, rooms that transform faster than you can blink an eye, and a literal descent into the mouths of hell are just a few of the things Going Down does to stay fresh. Go play it and you will not regret it. 

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D. Whiskey

· Edited by Papaga


The tight, close quarters horde fights keep you constantly on the razor's edge.  There are few safe spots or ways to bullshit through.  In that way, they're like normal Doom maps but with all the fluff trimmed out; no wasting several minutes knocking down enemies who pose no threat to you, they leave only the parts where you're about to die.

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Super fun mapset. Very challenging, even on Skill 1! Would definitely recommend.

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The author utilized Dehacked. The wad is tough, can get very slaughter-ish and hectic sometimes, but it's fair.

Also, the wad featured a pretty humorous story™. Check it out, but remember to play on HNTR/HMP if you aren't used to slaughterwads.

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When first reading this wad's description I thought this will be a 1994 style map, where someone just tried to recreate his office building to shoot up his colleages. Boy, was I wrong!


Going Down emerged as one of my favourite megawads so far, with its very clever use of small to medium map space and interesting gameplay mechanics in every single map. The first couple of maps start innocent enough, but soon you will find yourself navigating literal crawl spaces, thinking about use of space and / or slight puzzle mechanics just before being thrown into hell itself and fighting for your life. Going Down is designed as a literal descent into hell, which was the most beautifully realized aspect of it. How every map slightly changes into a more and more hellish theme is just great, great design work. Even though the later maps delve into slaughter territory I must admit that I still quite enjoyed it. Actually this was the first time I enjoyed being slaugthered and figuring out how to approach the map.


Going Down is simply an amazing piece of work, oozing quality from start to finish and rewarding the player with incredible elevator music inbetween. A must play.

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I've made it to the first basement level.  So far my favorite map is Time Warp, which fucked with my mind.  Very interesting puzzle there.  I can't wait to go deeper.  Also the first splash screen was hilarious, I hope to see more of those.

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Took me one year to find out that this wad made by a youtuber I often watch


Still the best example of using only base textures for real like-like maps

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Played on UV.


Unique & quite fun megawad. Love the voodoo tricks.

However, map 22 is horribly unbalanced. Also, map 21 has an interesting idea but doesn't work for us average doom players.


I do recommend it.


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· Edited by galileo31dos01


Done with these settings:


- GLBoom+ complevel 9.

- Hurt Me Plenty.

- Continuous combined with a pistol start mindset.

- Saves every 10 minutes or so.


A fantastic megawad full of action and surprises. I found the concept to be quite interesting, going down in an elevator that closes after you leave it and you'll have to find the key to reopen it, something you don't see in many (if any) wads, which makes it very original. Visually, it gets better throughout the wad, there's a variety of themes used to reflect a progression that flowed quite nice playing in continuous at least. Some maps feature lovely details like a science laboratory (kind of) in map 23, or a sort of bog in map 25.  


Maps are relatively short and small, mostly the same height variation. So the main concept in terms of gameplay is tightness, most of the encounters are delivered in claustrophobic situations that, for me personally are really hairy. I liked it anyway, every single type of monster is used to be an actual threat if you're not quick enough. I tell you, I got hit by hell knights more than ever. It also has some slaughter and slaughtery, crowd control for another term, a few of these are probably the least hard of the mapset since you're provided with a lot of resources to forgive several mistakes, such as invulnerability spheres, but equal fun. In some maps, you'll barely have time to rest, which means every linedef is a monster trap, pressing a switch will reveal teleport ambushes in many parts of the map, or pressing a switch and the whole maps transforms into hell madness, or hordes to fight on bumpy stairs. I managed myself quite well and almost never felt overwhelmed aside from a few maps where I had to repeat the traps several times because of teleporting randomness at random times (I see you map 17). I liked the reveal of the custom final boss, which is not particularly "original" per se, but at least it wasn't one of the regular big guys.


Secrets are all easy to find, and some of the maps feature non-secret ways of progression. There is only one secret I didn't understand the purpose, which is in map 14 IIRC, it's mandatory because it's just on the way, impossible to skip. Music is quite good, in fact I still remember the melodies and I usually forget about them right after playing a wad. 


My favourite maps are, a lot: 05, 08, 13, 32, 19, 21, 23, 25 (excellent Keen replacement hunt), 26, 28, 29 (the final boss). The other maps are good too. The only map I could not enjoy was 30, it starts so quiet and suddenly icon of sin wakes up and well, I don't like IoS maps, at least this one was short and you don't fight it, instead an endless row of enemies that teleport and get on your way, and telefrag you where your ammo is located, ugh. I would have preferred a silent closure, or more cells...


Regardless of the ending map, which seriously ruined my excitement, I recommend this mapset for anyone willing to fight their fear of confinement. My personal advice is to play it with pistol starts (or even in continuous, but follow the course of the map, don't break the gimmicks or abuse of your carryovers). I'll give this a 9/10.

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One of my favorites megawads.  All the levels have a unique theme and combat style.  Highly recommended.

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  • File Reviews

    • By Maribo · Posted
      I feel like I increasingly come across these Eternal levels where there are wide open spaces that would normally feel desolate and empty, but something about the inclusion of these odd little setpieces makes it feel... oddly touching. It's like he isn't playing by the same rule book as other people. The castle map in this WAD is like being shrunk down and getting to walk around a diorama that someone has built.
    • By Walter confetti · Posted
      Practically a Single player campaign sets in a very dark maze of corridors and ventilation tunnels (reminded me of Aliens TC), conceptually is not a bad map but in reality the broken and cryptic progression made me dislike this, as well as the blocked exit room by a impassible line. Too large for DM too imo. Wasted occasion for something decent.
    • By Walter confetti · Posted
      A pretty wacky and funny gun replacements, as Stupid Bunny said long time ago. Fun stuff.
    • By Cutman 999 · Posted
      A little better than vanilla doom 2, final 5 maps are fucking terrible and somehow, they made the icon of sin worse. I prefer the reinterpretations of iwad levels compared to the first DTWID, were i felt the levels were samie and not so different to your typical E1 knock off. Probably i would play it again, maybe not, if you didn't had enough of iwad fix, play this.
    • By PsychEyeball · Posted
      Perhaps the best megawad I have played so far. Ancient Aliens is a very distinctive WAD, with its unique tone, custom textures, choice of colors, scenery and meticulous encounter crafting. The overall look of many of its maps is pretty relaxing, (especially as far as Doom is concerned) and that feeling is helped big time by the masterful Stewboy compositions, whose MIDIs often give the journey a mysterious laid-back style or embrace a fun bouncy techno-jazz jive. But don't be lured by the calm looks and sounds, because Skillsaw and his guest mappers know how to turn the heat up and throw you into peculiar and inventive combat scenarios.   Map 1 sets the tone for the action perfectly: after the trippy teleporting sequence, you immediately zoom at full speed past a caged cyberdemon, who will constantly hinder your progress and have you frantically look for the way forward. The following brawl with hell knights, revenants and other foes in tight corners does set a tone for the combat to ensue in the first few maps: resources tend to be initially scarce and berserk punching a few skeletons will help you keep your supplies for fights where ammo truly matters. If that doesn't feel like your cup of tea, do not worry: a fair amount of maps do provide ample supplies for when the heat truly gets turned up. Finally, many big enemies in beginning maps are meant to be telefragged (or, in the case of MAP04, the game will eventually spawn a truckload of explosive barrels to kill archviles with little fuss) so the obvious approach is not always the best one.   The layout of levels often features traps, but at the very least you can't fault the WAD for lack of variety because it's rare that the same trick gets repeated. Encounters are memorable and my favorite of the bunch include a collapsing staircase where you must fight foes quickly under the eye of an archvile, but you must do it fast because the ledges eventually rise up, bringing you closer and closer to him being able to resurrect the fallen monsters. But each time a ledge rises, new monsters can now get to you so you're never safe no matter what! Additionally, the WAD features two new monsters: the plasma marine and the rotating skull cube. Marines make static noises, are cloaked when not attacking and their plasma shots can be hurtful, but they thankfully need to pause before shooting and are very fragile. The skull cubes pack a wallop, firing a barrage of 3 revenant missiles at any time, which can be homing or not. They would be the worst if they didn't have only about 80 health and exploded upon death, hurting everything in their vicinity. This means that when this enemy appears in tight packs, a single rocket can blow away the whole group.   Skillsaw doesn't hog the whole WAD for himself, he offered a few guest spots for other worthy mappers to shine. Joshy from Speed of Doom fame gets two maps, MAP 9 (The Nectar Flow) and MAP28 (Floating Arena). Both are completely different to each other gameplay-wise, but both are fun. The former is a journey through caves of nectar that features the highest monster count in the WAD at the time, but most of them are zombiemen and imps, so happy chaingunning! The latter effort is a slaughterfest that sets the table for the end of your journey. The numbers are high, but the space, ammo and powerups are abundant as well, not making the carnage too mean spirited. Stewboy gets the MAP 31 slot, but this one doesn't work as well; the pacing is too slow and there's a little too emphasis on secret hunting (13 secrets in total!) and the layout even is a little too gray and drab. AD_79's MAP 20 is a strong showing with its tubes full of enemies and the clever archvile hologram trap. Esselfortium's MAP 22 is a scenic ancient castle that is one of the prettiest maps of the set, only upset by MAP24. lupinx-cassman offers a spectacle for the eyes with a sky temple that appears to worship several cultures at once, hence the name. While some of its combat is a little stilted and uncomfortable at times, the looks all make up for it. Tarnsman's MAP 26 is a pretty old stone temple, but the heavy chaingunner usage makes it feel like some weird Plutonia homage. MAP 23 by Pinchy is probably the only guest map I can bring myself to dislike: it's too big, sprawling, confusing, loves to spawn chaingunners that snipe you at great distances and finally, that final fight can go to hell.   As for skillsaw's work, the best part about his works is that he's very consistent quality-wise, I can't bring myself to dislike any of his work in this WAD (MAP 32 might be his only map I didn't really like, it felt a bit by the numbers for a secret secret map). Some of the levels have gimmicks attached to them, like MAP 6's sinkhole, which occurs as you're grabbing a shotgun (?). But you better not think of it too hard, or hordes of shotgunners will come to take you away. MAP 18 shows how dangerous the Illuminati are, with the surprise inclusion of an Icon of Sin (in the form of a giant Illuminati pyramid!) that makes incursions in the main courtyard a tricky affair. MAP 19 is a berserk and pistol level that will get you up to speed with punching enemies, your champion contender here will be an archvile you need to punch down so good luck! My favorite Skillsaw maps of the WAD would be Maps 1, 2, 4, 7, 14, 16, 25 and 29, aka the last regular map of the set. It's 3 big fights, the final of which is punctuated by the shattering reveal of who's behind everything. Then, they get to watch you do the final fight against seemingly unsurmontable hordes in a big, colorful arena.   All in all, Ancient Aliens is a masterpiece. It is surprisingly approachable for being a modern WAD and the difficulty is hard, but often fair. Keep in mind this is still an harder WAD than Plutonia, though. I had a pleasant time on UV with saves and continuous play and if your skills aren't up to the task, lower difficulties will make sure you are not left behind. If you're like me and somehow took this long to finally play this, remedy the problem and play it now. It's one of the all-time greats.