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About This File

Counterattack is a 7-map mini episode for Doom II. Each map was designed to be played from pistol-start; continuous play is fine but will make the play through much easier. This map set originally started out as a single map contribution to the Vinesauce map contest held in 2016 by Joel "Vargskelethor". The map in question (MAP02) was started on in early September, and finished on September 9th. Afterwards, I officially started the project on October 10th (shortly after finishing MAP04).

My goal with this project was to exercise with the Doom II texture assets, and to create some maps for practice. All maps use stock Doom II textures (aside from skies and minor extras). The maps are medium-to-large in size and have many different paths that you can take. Replayability was a design goal I tried to aim for. Difficulty is somewhat middling, but should ramp up a bit towards the end.

There is no way to exit to MAP31, so you will have to warp to it in order to play it. There is a secret exit in MAP31 that leads to MAP32, so have fun hunting for it!

Note that MAP06 and MAP30 are not meant to be a part of the main campaign. MAP06 is for story purposes for ports that can't display the ending text. MAP30 is there as a way to keep the game from [potentially] crashing because I replaced some of the IoS things in the DEHACKED (its also a dumb in-joke).

Also note that you shouldn't use jumping or crouching in these maps. It has been disabled in ZDoom, but some ports will still allow it. If you do use jumping or crouching, you may break the maps. Mouselook is ok but it may make certain secret triggers easier than intended.

Note for PrBoom+ users: Use complevel 9
Elie.T.Zerg likes this

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   3 of 3 members found this review helpful 3 / 3 members

Somehow these maps manage to feel absolutely huge and nonlinear without drastically creating confusion for progression, and this creates a lot of replay value. Combat is varied and traps inventive. Astonishingly beautiful detailing.


This is a masterpiece.

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   2 of 2 members found this review helpful 2 / 2 members

Absolutely amazing, from the challenging combat to the map detailing.  Worth every star I can give.

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Eris Falling

   1 of 2 members found this review helpful 1 / 2 members

Absolutely amazing. The detailing/architecture, the atmosphere, the gameplay, the music selection.. everything is spot on here. Each level takes at least 20 minutes and you can expect to get lost a bit but at no point does it feel boring. I love maps like these.


That was 2 hours well spent, fantastic WAD.

Fonze likes this

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   1 of 2 members found this review helpful 1 / 2 members
Expertly-made maps. Mechadon is one of the very best, and here's to hoping he'll continue to release new Doom-related content in the future.

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   0 of 1 member found this review helpful 0 / 1 member

Mechadon must be some kind of a wizard because the map pack I just played through was pure magic. 

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   0 of 1 member found this review helpful 0 / 1 member

holy shit i got lost, and i fucking ENJOYED it. now there's some pretty amazing combat in each and every one of these gargantuan maps too, but you'll definitely need a guide if you want to get through these maps and their secrets too. so much fun still.

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   0 of 2 members found this review helpful 0 / 2 members
Each single one of these maps is like a juicy megawad on its own. The text file has horridly broken whitespace, though.

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   0 of 1 member found this review helpful 0 / 1 member
Sick wad.

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When I first played around in Mechadon's earlier work "Vela Pax"; I was, like many others, simply FLOORED by the sheer scale of this doomer's mapping prowess.


His other maps, like on BTSX, were also exceptionally good; but these maps were/are on another level of map design.

In terms of sheer creativity; Mechadon shows what is possible, with a vision and determination; and with just stock textures to boot!


With Counter Attack, it's more or less the same sort of vibe that was on Vela Pax but a little more streamlined and "compact" if you can even say such a thing about maps like these...

It has some similar looking areas to Vela Pax, but it's mostly different and of it's own, and absolutely just as awe-inspiring.


This is pure inspiration. Thanks Mechadon.



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Very impressive adventure maps.  I like how the levels unfolds like a geometric strip-tease.

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Mech gives us all something to study; these maps are simply beautiful with expertly made layouts.

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  • File Reviews

    • By Classicgamer6 · Posted
      Gameplay wise this WAD is okay, nothing too spectacular, but what it does right is detailing and setting the mood correctly. I recommend this if you like special effects in your Doom levels and it's short enough to beat in about an hour or so.
    • By Summer Deep · Posted
      Found this map on an old CD from a PC mag circa 1995, and it was just about the only one that could honestly be described as above average for the era. Graphically very basic, but very tight, involving gameplay and a worthwhile challenge if you have a spare 20 minutes or so.
    • By whirledtsar · Posted
      The texturing and detailing are pretty good but the map is very cramped. You'll frequently get stuck on little details or want to pass through spots only find there's just barely too little room, which is frustrating. Ammo is quite low, so you'll have to think carefully about how you use it. Which isn't a bad thing at all, it's a different experience than usual. There are a few new sounds (replacing the pistol, shotgun, and chaingun noises), all of which sound absolutely terrible. Overall though, the experience is okay. It's a short but moderately challenging map that will take a few tries to complete and isn't a waste of 10-15 minutes.
    • By SuperArjunaButt · Posted
      Overall, good job!  Thanks Josh for making this and giving me a shoutout in the credits.     I played this on HMP, continuous, and with GZDoom.  This WAD certainly hits a lot of the same (awesome) notes of Doom E1 without getting too close to the originals, and I think improves the final fight in E1M8.  It would get a 5 star rating except for two overall problems:   --There are decent stretches of map with a lot of the same wall texture  The opening area in E1M1 and the exterior wall in E1M5 are examples of this.   --In E1M6 and 7, there are a few hallways where it looks like I was supposed to approach from the other direction, and the monsters were either set to Ambush or behind two sound blocking walls.  Maybe split the orientations next time so half the monsters are facing one exit and half are facing the other way.   This WAD is definitely worth the time to play through, and it ends the way E1 should have ended.
    • By HAK3180 · Posted
      I played on Hurt Me Plenty, continuous.   What I Did Not Like - A few alignment issues - I encountered a couple very odd bugs - Secrets were very easy, even simplistic at times - I found "Mouse-look encouraged" to be inaccurate. It's definitely necessary to max, and I'm almost positive necessary to beat a few maps (shootable switches). Still, I only used it like five times the entire megawad. - Some areas underdetailed - long stretches of same texture  - A relatively weak set of maps in about the low to mid 20s - Props for custom music all the way through, but I found it a little repetitive and indistinct - A noticeable number (but not a noticeable percentage) of barons of hell that were used somewhat annoyingly (grind) - Map 32 gets a pass because it's bonus material, but I didn't like it at all   What I Did Like - Everything else - The fact that everything in "What I Did Not Like" is basically a nitpick - Awesome level design and flow in most cases - Brilliant visuals all the way through - Advanced elements used well, rather than just shoving ZDoomisms in my face for the heck of it - Fair and challenging gameplay - the borderline slaughter situations were well done   Other Observations - The ammo crisis basically disappeared once I got the first backpack. From that point on, I basically always had 600 cells. That may also explain why I thought a few later maps were underwhelming. Perhaps I'll replay with pistol starts. - I particularly enjoyed the maps that were more or less "cities." - This is among my favorite Doom things ever.