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Cabro's legacy

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About This File

Cabro's Legacy is a compilatory megawad, created in the year 2014 as an homage to the Cabro's mapping tournaments. It contains maps from the top three winners from each year. These tournaments started in the now extinct Cabro's website in the Y2K, and were later continued in the Arcades3D website until the year 2015. They were organized by Cabro in their first entries; and later continued by the Arcades3D users Mojon Man and Wraith, respectively. Rules has changed over the course of time, but these maps are mostly in classic format, with the main additions (and the only two allowed, in later editions) being the sky and music.

All 42 maps included here must be understood and played as individual entries, because they were originally conceived as independent maps. Upon opening this megawad, you'll start the game in a "Portal level", from where you can access to all maps available.

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Cabro's legacy is a big megawad comprising of a hub and 40 playable maps. While the design of maps isn't that great, the gameplay is balanced with lots of fun and there're at least 10 maps that have more than 500 enemies. I really enjoyed the whole megawad and will replay it in future.

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Un excelente wad.

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Forty-two maps trying to prove their existence, with many of them slipping and falling on their faces. Where did this go wrong? A better question is, "When did it go right?" Answer: rarely. Maps taking minutes to load didn't help, either. 2/5

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· Edited by NuMetalManiak


the history behind Cabro's Legacy is quite interesting, and the mappers involved all seem to be from the same nationalities (as evident by the mapnames, mostly) hosting Doom mapping contests. what Cabro's Legacy is a megawad of 43 levels, all organized for 14 tournaments, giving us the gold, silver, and bronze winners of each contest. these levels are not ZDoom-made, except for the hub which has information given about the tournaments and who won what slot. every time you beat a level you'll be back at the hub, and the wad actually forces pistol starts by using ResetInventory and ResetHealth in the MAPINFO (so if you wanna be a jerk and play continuous, remove these lines from every map). you get a little "COMPLETED" thing after each level you beat. for the first contest, only one map is available and the others are locked, sadly.


so what to expect here. if you're an avid player like I am, you'll find some familiar maps. I remember playing Cosa'e Mandinga, a megawad made by @Aluqah prior to this, and some of his maps were apparently in this contest. Vanilla Sky is also here. Aluqah's maps are pretty well made, as are Eye Del Cul's (he's the guy behind Garrulismo, an average megawad). and HeDRoX is also in this wad. other notable mappers here include Mojon Man and Wraith.


now HERE'S the real deal, many of these maps are huge, and have shitloads of padding for the sake of padding. because of that, I tend to like them less. Mojon Man is a major offender here to be frank, many of his maps are full of hitscanners and his teleporter closets are awfully made. one thing a lot of the authors have that contributes to the padding is one thing I often neglect to mention whenever I talk about stuff in Doom that annoys me, forced arena fights. the reason these are bad is not even attributed to the arena battles themselves, but rather having to wait for something to lower all the way to proceed. this is my biggest issue with many slaughtermaps in this entire set, and too many maps have it. whenever I mention the term "speedrun-unfriendly" I refer to these things.


there is bound to at least be some interesting stuff here, but the fatigue from playing many of the longer levels will wear thin even patient players. you get some individual experiences due to the forced pistol starts, which is neat, but if you wanna go through everything in this megawad, you'd best prepare for a long haul.

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Eye del Cul

This is significant for the Spanish-speaking Doom community. There are some good maps unpublished here (example: the ones from Ventor Tormentor/Mojon Man).

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Awesome map set

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Pedro VC

better than BTSX

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  • File Reviews

    • By Ordon · Posted
      well, the concept is good  BUT...   WHAT THE FUCK EVEN IS THIS??
    • By Cinnamon · Posted
      Definitely shows its age. It was a real grind to play through, mostly due to the levels being boring, but also from a remarkable over-reliance on hitscan, especially shotgunners. For some reason. The third episode does indeed pick up much of the slack, but with the really fun levels being shining exceptions rather than rule for two thirds of the WAD it still left me annoyed and exasperated in the end. The maps look fine most of the time and the music is good to really good, which is something to hold on to. I would still advice my past self to skip most of this one.    
    • By Cinnamon · Posted
      There's not too much for me to say about this one. While it isn't exactly my jam 100% of the time, I'm struggling to see how any creative endeavor could entertain me so thoroughly, throughout all the 32 parts of it. Ancient Aliens is charming, somewhat challenging, mysterious, well-paced... I could iterate over plenty of different variations of lavish praise, but I guess that in and of itself describes my feelings: AA is remarkably well-rounded. A DOOM blockbuster - and I use that description as an honest compliment rather than the pejorative it's sometimes thought of. One for the ages, and it'll be one of the WADs to which many of my future experience will be compared.    
    • By VoanHead · Posted
      On second thought, this wad is kinda mid if you ask me. After playing through all of it on pistol-start I wasn't really blown away by it. The midi pack that was made for this in 2020 was very nice if you ask me, but why this wad ever deserves a midi pack when it's so bland is what makes me scratch my head. Idk man, I didn't like this one as much as others do :/.
    • By baja blast rd. · Posted
      This reads as an early example of arcade-style mapping.   Areas are defined largely by color combinations, with no real overarching theme to the map: there are silver techbase rooms, brick-like Earth rooms, red hellish rooms, without much in the way of detailing or setting-building -- all centralized around a square hub room with key doors, which repopulates with monsters each time you find a key. It's on the simpler side visually, but still a very clear step above "monotextured square rooms"-type design, with some solid architecture, shapes, and texture combos here and there, and even a clever crushing UFO-like "ring" at one point.    The gameplay concepts are very straightforward, with one exception being a room that has you platforming over damaging floor while closets of lost souls and cacodemons open up. Instead, the bulk of the fighting is more often dished out as blocks of monsters often revealed in closets -- blocks at a density far below what you'd consider slaughter. Some of the potential fun involves herding monsters towards barrels; once I waited several seconds for chaingunners to walk halfway across the room, right next to a clump of barrels I could blow them all up with. The ending fight is designed for you to pour rockets into two static cybs while circling, and I skipped that one.    Completed in a bit under 10 minutes.