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Mutiny (A Doomworld Community Project)

   (36 reviews)


16 Screenshots

About This File

Mutiny is a 16-level, Limit Removing Community Project Episode for Doom 2 intended to be the spiritual successor of late 90's cyberpunk themed wads such as STRAIN, Hacx, Nimrod, Dystopia 3, and Perdition's Gate. It features new colorful, high contrast, (intentionally retro) textures inspired by the works of Iika Keranen and Anthony Czerwonka, complete with plenty radioactive signs, warning stripes, computers, slime, and rust.

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I enjoy and have no problems to play these high-quality maps on UV+fast.

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The maps I didn't enjoy were only because of personal taste. This really is a quality set of 16 maps that any self respecting Doom player should consider buckling down and handling the higher difficulty curve. Excellence demands proper respect.

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High quality mapset. Well deserved.

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Beautifully crafted mapset for the most part, but the combat never quite warms up (until the last map, that is. Wish they had thrown in a few more like that). Difficulty comes mostly from scarcity of resources rather than the intensity of fights, and map layout can be sometimes confusing, which can make the game stall at times

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Superb mapset by a lot of great mappers. Highly recommended.

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Pretty good tbh. Cool custom assets and some interesting maps. Difficulty kind of jumps around but that's frequently the case with community projects. 3/5

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The resource set itself cries for a 5* rating, but the maps are not disappointing either. Absolute masterpiece.

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well-made, pretty hard maps overall. glad to have seen this all the way through now.

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Excellent community project with high quality maps and strong theme cohesion. It has a rusty look and lots of darkness and follows a semi-realistic approach. Maps are well detailed and layouts are logical. Difficulty is high but usually fair - it's good for survival coop. Another great WAD this year.

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  • File Reviews

    • By Meril · Posted
      It's large 1995 map. Starting area is looking nice, but later author lost creativity and made mazy corridors. Very challenging because of overuse of chaingunners. It's extremely annoying. Lots of traps, Some clever, some not fair.
    • By HUGEkidsY2K · Posted
      Too linear in my tastes looking back now, will do better with my next projects!
    • By Meril · Posted
      For 95' map is really ok. A bit "blocky" design, but not bad. Map is rather big, it takes me 40min but i get lost in one place. Some good traps, IMO kinda challanging at the begining, before you get ssg. Overall good classic wad.
    • By Erick · Posted
      Fun map that captures a nice TNT-ish feel with plenty of weird yet also nice looking rooms, groups of hitscanners and demons to blast through, and a sense of adventure to it. Taking the MAP14 slot, you would see the episode 2 skybox of TNT: Evilution and listen to the track "Cold Subtleness", both creating a nice atmosphere to the map. Worth checking out!
    • By Player Lin · Posted
      Doesn't like the layout and monster replacements, I didn't found RL until got the yellow key and found a lot of rockets, the location where RL is confusing me, and it also not fun when you get kicked down from the cliffs by Revenants, Mancubus and Archviles after the way to Blue key door, the way to the teleporter just far enough to kill you if not killed by monsters which kicked you down. Final timed puzzle room just nasty as the cyberdemon and archvile fights in the same place, not sure why make the level so big but can't make the fights with them also on bigger place too?   It's not bad level but I'm sure the frustration level is sky high, and not sure the slopes from ZDooM do anything good to this level too.