Archive Maintainer : levels/doom2/Ports/megawads/
Advanced engine needed : MAP01-12 boom compatibility (-complevel 9)
MAP13-29 doom2 compatibility (-complevel 2)
Primary purpose : Single play
Title : DMP2014
Filename : DMP2014v5.wad
Release date : March 9, 2015
Author : Various
Email Address : email@example.com
Description : 27 maps by 27 different mappers. There were no
rules and all maps were accepted.
vanilla / limit-removing / boom
1 = Attention: MAP02-MAP12 boom (-complevel 9)
2 = Doomkid
3 = Alfonzo
4 = Du Mhan Yhu
5 = cannonball
6 = BloodyAcid
7 = Obsidian
8 = Fellowzdoomer
9 = TheMightyHeracross
10 = tourniquet
11 = Breezeep
12 = Pinchy
13 = Attention: MAP14-MAP29 doom2 (-complevel 2)
14 = pcorf
15 = SFoZ911
16 = Solid Snake
17 = walter confalonieri
18 = Rorix
19 = Philnemba
20 = Katamori
21 = C30N9
22 = dobu gabu maru
23 = schwerpunk
24 = sincity2100
25 = joe-ilya
26 = ChaingunnerX
27 = Jaws in Space
28 = reality 2.0
29 = BlueFeena
* What is included *
New levels : 27
Sounds : No
Music : Yes (credit to the music authors)
Graphics : Yes (credit to the graphics authors)
Dehacked/BEX Patch : for map names
* Play Information *
Game : Doom 2
Map # : 01-29
Single Player : Designed for
Cooperative 2-4 Player : untested
* Construction *
Base : tech
Build Time : a year
Editor(s) used : yes (credit to the editor authors)
Known Bugs : yes (credit to the testers)
May Not Run With... : no
* Copyright / Permissions *
Authors may NOT use the map data in this file as a base for modification or
You MAY distribute this file for free, provided you include this text file,
with no modifications.
* Where to get the file that this text file describes *
The Usual: ftp://archives.3dgamers.com/pub/idgames/ and mirrors
(credit to the hosts)
I'ts called 'Little Doom', and I spent a lot of time trying to make it play well in Deathmatch, SP, and cooperative. It's 100% vanilla compatible, runs under DOS with no worries. All 3 game types have really different thing placement, I hope you guys like it! :)
edit: shoulda mentioned, difficulty levels are implemented
Name: Postmodern Redux
Build Time: 2 days
Editor(s) Used: Doom Builder 2, SLADE
Source Port: Boom compatible
Music: "Economy of Truth", by Jimmy
Authors Comments: Before you could personally murder Ceasar Wyngarde, the shrimpy antagonist of yesteryear's smash-hit Postmodern, he was rooted out and eaten by a possessed laundromat named Nelson. Apparently, this maniacal series of machines has adopted the rig worker's penchant for seafood and is magically draining the water supply for shrimp, causing massive geological disturbances and making a nearby STONE2 manufactory flood with lava. Grats team (which is like Bravo team but even more celebratory) has been sent in to deal with Nelson – you've got to clear out the freshly infested stone base.
MAP04: Du Mhan Yhu
Boom format, probably wont be as much of a grind as "3 Ways From Hell" was. Haven't named it yet and still learning how to change the name.
13,090 lines and 357 monsters, this is not a final version.
Name - March of the mortal mortars
Port - boom
Author - Matt "cannonball" Powell
Build time - A week with edits throughout the rest of the year
Editors used - Doombuilder 2 and slade 3
Music - "I will chop Mariah Carey's head off with a Chainsaw" by Paul Corfiatis.
Inspiration - the start very much on plutonia 2's map21, the rest was just a hash up of unrelated ideas.
Name: Go "Start-an adventure"
(ha ha startan textures -> start an nevermind)
Good luck finishing this, because I sure didn't.
Map name: Cliffs of Acheron
Music: Temple Stage from Tekken Tag Tournament
I finally found a use for those spare 1-hour maps of mine lying around! Cliffs of Acheron is comprised of 3 of my 1-hour speedmaps that I've made over the past year, with a collab speedmap I made with Scifista42 thrown into the mix and an ending tacked on to make the map nice and presentable. Difficulty settings are implemented but untested and it might need a bit more ammunition, but at least it's done! Lemme know if I dun goofed.
Corridors of Hell finally Release 1.
I was good til the end.. :-( please tell your opinion.
EDIT: Uses the 5th Episode pack, included in wad.
EDIT 2: Some credit goes to cannonball for allowing me to reference his map. Thanks man!
Originally part of a 3-map WAD I was working on (might release it later on but putting the map here for now).
Boom-compatible, MAP03 slot, uses a MIDI file by Jimmy ("Dimension of Dreams").
EDIT: Shoot, I need a name. Call it "Hellish Outpost".
Missed the 2013 project because im quite new here, so take this for this years edition.
The map requires a boom compatible port and was basicly the first map of an old project that has never seen the light of day.
This map is based on a scythe inspired wad I never finished for some reason. I thought I'd change some of the things up, add some more monsters and secrets. Feedback is appreciated.
Map Name: - Basically
Format - Boom
MIDI - Hidden Anger - Memento Mori
New Graphics Yes, D2 Texture Edits and a recolored plutonia sky.
Here is my submission: The Steam Rooms
I've been testing it in PrBoom+. I think you need to set the sound channels above 8 or it crashes. I set the sound channels to 32 and music to use portmidi and it plays fine.
It uses one custom animated wall texture WFALL1 to WFALL4 that is just a waterfall.
The midi is D_DDTBL3.mid from TNT.
TITLE: Gabiro Petiatis
MUSIC: Running From Evil by Bobby Prince
ENGINE: Vanilla Compatible
Gabiro Petiatis is an Episode 1 style map for Doom 2 with tons of secrets and a few surprises along the way.
Map name :"Jump Start"
Status : Version 1.0
compatibility : Not sure, think limit-removing
Tested with : Zandronum
Slot : MAP01 (put it wherever you want in the final version)
A single player map for doom2 with stock texture. nothing too fancy, tried to emulate doom2 design style with a little bit more action.
no skill level or co-op stuff yet(only UV), still need to tweak and polish here and there. open for suggestions(especially music-wise) on any aspect.
MAP16: Solid Snake
Build time: 6 hours
Author: Solid Snake
Music: Suicidal Tendencies - Gotta Kill Captain Stupid (midi version of course)
EDIT: Map is vanilla compatible.
EVEN MORE EDIT: I think it's worth to mention that no jumping or crouching is allowed in this map in zdoom, i had a friend here testing who got a invisibility secret by jumping but theres another way for that.
MAP17: walter confalonieri
No BFG Allowed! v1 (miss difficulty settings, no dm starts)
description: a sort of vanilla slaughtermap IN SPAAAAACE! (or better, in dark void), also i used some sort of "spacial" stock textures (shawn2, techwall, gray textures and so on...), kill a lot of monsters and go back home...
if there's a way to return back home...
monster count: 331
source port: limit removing port is appreciated, but it works kinda fine in vanilla (found some D_drawsector bug in the southern section)
new graphics: no
new music: yes (midi rendition of Dead or Alive - D_RAVE)
build time: 1 week more than less
tested with: chocorenderlimits, prboom 2.5.0 (complevel 2)
Here's my map. It's vanilla compatible. Some of you will notice the gimmick almost instantly.
Special thanks to Bjorn Lynne for the music. The music doesn't play so well in PrBoom. Go with GZdoom for best results.
Super Turbo Hell Fighter
A small vanilla Tyson speedmap I made in 3 hours.
Shinytown Estate (silly name, couldnt find better) - vanilla-compatible speedmap.
Name = Computer Heights
Music = http://speedy.sh/9unh7/un20.mid
MAP22: dobu gabu maru
Author: dobu gabu maru
Build time: Roughly a year
Editor used: Doom Builder 2
Source Port: limit-removing
Music track: "quickfast" by Paul D
Bugs: texture bleeding in a handful of places, one arach might be perma-deaf depending on the port
Author's comments: When you boot up this map, what you’ll immediately see is the very first room I ever made in Doom Builder back in September 2012. Immundum (initially titled “World of Waste”) is, in a sense, a strange mutation. The first few rooms consist of my newbie attempts at playing around with space/lighting effects, and from there I expanded it piecemeal on and off for over a year. I finally finished it up in July of 2013 and put it forth as a contribution to the NOVA project. I pulled it a day later due to the criticism (and rightfully so, as this monster should never belong in a standard megawad), and tweaked it a handful of times until its current version. It’s an exhausting, arduous, dense, claustrophobic, overly-trappy and frankly amateur map looking back on it, but I’ll be damned if I didn’t spend a huge chunk of my life building and playtesting the behemoth. I hope you find some strange enjoyment in playing what is ostensibly the crudest and biggest map I will ever make.
Port: Vanilla (tested in Chocolate Doom)
Description: Short map that emphasizes shell management and quickness of step. Not very challenging, but not a sleepwalk, either. Somewhat minimalist, and mostly brown, with a little shock of fireblu. An amuse gueule of Doom maps. :)
I call it The Red
This one I used the CC4 texture pack and it requires TNT.WAD, will it work?
Name : rock bottom
Port : vanilla
Author : Ilya "joe" Lazarev
Build time : 2 days and another day to fix things.
Editors used : DB2 & slade 3
Music : "goodbye American pie" by Bobby Prince
Inspiration : Doom2's E2 and tricks used in other wads and Kama sutra's MAP18.
Name: The Courtyard
Author(s) : Chaingunner
Build time : ?
editor(s) used : Doom Builder 1.68, XWE
Music track : Sign of evil
Inspiration : Master Levels for doom 2.
MAP27: Jaws In Space
This map was started during the finals days of the Monochrome Mapping Project, originally intended for a potential squeal. Since I don't see MMP2 happening I'll go ahead & just have it released with this project. This map is limit-removing, if you've played the original MMP you know what to expect from my maps.
MAP28: reality 2.0
WAD is called recycled.wad. This is my first map and this map is also my first contribution to the doom community. I've spent a few weeks on and off working on it. This wad was made for vanilla doom.
This is a very cleaned up version of my first publicly released Doom map ever. It's been converted from ZDoom to Vanilla format, so I think I've weeded out all of the VPOs. It's been an uphill battle for this one.
The map's name is "pspmap08", since it was intended for a PlayStation Portable port of Doom that EarthQuake! was working on. The project quietly died, and all the maps were pretty much lost I guess. I still had my level lying around on an old computer, so here it. It's finally nice to put this level to rest; it's been a long ride, as the level was initially released in 2007.
I've intentionally kept the level as close as possible to its original form from seven years ago, largely for posterity's sake. Most of the changes I made were for vanilla compatibility, although I did touch up the lighting a lot.