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Chainworm Kommando

   (18 reviews)
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Just a set of highly detailed small to medium large maps, mostly inspired by shooter classics of the 90s.

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many wads on the archive can seem boring after playing so many levelsets that you notice every cliche in the book by now. what Chainworm Kommando is is a set of 11 levels which are usually small and inspired by action shooters, such as our very own Doom which this set is obviously modded for. there's an abundance of detail to make some of the maps seem realistic, but at the same time the cramped nature means you gotta adapt to it. the set has a few cliches, such as MAP07 using the tags and having a death exit, plus a credits map at the end which is eh, but the gameplay is geared towards rampancy, frantic ambushes, and tough areas. there's a bit of fog in some of the maps, for the ZDoom users out there. some of the maps have unique triggers, like using a vending machine to get some health, a holy water fountain in another map does the same thing. also there's the plasma gun button of sorts and using a bookshelf to get a computer area map. the aforementioned archie in the guillotine also is there. the final level which is MAP10 even has an amalgamation of previous maps, along with Wolfenstein and Minecraft mixed in. all good and frantic fun to be had here.

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One of the more unique and just plain fun Doom wads out there.


The first few levels, even though they are mostly standard tech-bases, are filled with fun details and well paced fights.

But the later levels is where this wad shines. The creativity of the levels and details is something I haven't seen in any other wad I played, and the fights are just challenging enough without it being frustrating.

As an example of the levels, one of them is situated in an old snowy germanic village, with heavy metal posters and medieval weapons on walls, a marble sauna, and an iteractive guillotine with an Arch-vile in it.

There's so much more but I don't want to spoil it.


Personally I don't find anything bad with this wad, though I should warn you if you don't like fighting in narrow and small maps, you will be pretty annoyed.

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A highly entertaining episode for ZDoom based engines. While the very first level of the set is probably the least interesting both in its gameplay and detailing, the rest of the WAD quickly picks up the pace with beautiful, yet non-excessive level design, and nicely paced difficulty which is probably on par with the IWAD that the mapset is designed for. Most of the maps can be completed in under ten minutes, while the final two will probably take a little bit longer. And while it's by no means made of the same material as many of the Cacowards winners, missing on this very nice episode isn't something I can agree on.




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Not too challenging, although there's some fun and clever traps. Very fun wad overall. Looking forward for more releases from the author.

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The latter half of this WAD is good, the earlier is just okay. It begins with a lot of straight-forward gameplay that feels very average. Still, the maps look decent from the get go and only get slightly better and the gameplay also gets much better. On the other hand, I feel the music choices were rather poor, but as always your mileage mayvary.

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  • File Reviews

    • By stevenaaus · Posted
      Awesome megawad. Great gameplay and visuals. New monsters... super coherent. Cheers :)
    • By Walter confetti · Posted
      Not that crazy as you can think from the title, it's a interesting map with some cool design choices and some nice small puzzles as well. Fun to play and run swell.
    • By Walter confetti · Posted
      Conceptually a pretty cool map, have a nice retextures of wall using the ice floor, giving more context to the main theme of icy cavern present here, the layout is good, some room design are pretty good for the age it was done (especially the starting area) but it's unfortunately ruined by two things: excessive slippery floors and a no exit lava pit, as well as the random nature of switches placement that activates something... somewhere. Where is not given to you to known, the same things happens for a secret (mandatory) corridors areas that connect the said grave. But despite this, is not that bad, actually! 
    • By Walter confetti · Posted
      Meh, conceptually is not a bad map but in reality is really boring. Lots of squares and platforms, lacks of powerful guns and a boring gameplay. Also how the exit can be activated? The teleports are shitty as well.