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Dens of Borsippa

   (12 reviews)
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About This File

A fairly linear map with medium difficultly (not easy for me but easy for experts). All enemies, ammo health, etc have been calculated on the average amounts in MAP23 of Doom 2, D2twid, TNT Evilution, Plutonia and Icarus.wad. The theme is bricks and hellish, but not hellfire.

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Doom 2 -- SP -- Vanilla

A fairly short and rather easy map. For the most part, it follows a rather conventional brown brick theme, but it is pleasant to the eye. The difficulty is moderate at most, although the final ambush may take you by surprise; mind those Arch-Viles. Overall the map isn't particularly memorable, but it's good to fill a few minutes.


[originally written Dec 2018 for The /newstuff Chronicles]

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I clicked the "Random File" link on idgames and found this. Glad RNGesus found this for me. Had a lot of fun playing this. Great detail, and had a difficulty that wasn't just throwing enemies at you till you got annoyed. Looking forward to more stuff from you, my guy!

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Wow, this was great!

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You expect Paul Corfiatis to deliver and he always does.

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Steve D


Super-solid, fun map from Paul. There are some of the usual pcorfisms, for example putting unavoidable pickups in the player's way, such as the shellbox right in your dodging area in front of the SSG door, and another one that pokes into your path to the BFG. There's also the occasional awkwardly placed Medikit. Adding to the list of negatives are some high Imp snipers that are grindy if you want max kills, not to mention several high Chaingunners. And finally there's an Archie that more or less demands that you have the BFG in hand when you suddenly encounter it.


Those nitpicks aside, this is one of the most dangerous of pcorf's recent maps, something I'm happy to see. I surrendered 3 pelts in this one. There is plenty of action throughout, plus opportunities to leap off ledges and sidestep nasty situations like the Caco/PE trap. The yellow key trap was especially good. It's quite challenging for someone at my skill level if they face it heads-up, or you can nerf it if you want.


The yellow door fight encourages camping thanks to all the distant snipers, but it's far better to Rambo that battle and thus avoid getting plinked to death. The final fight is a two-stage affair and actually somewhat easy since there's plenty of running room to start some infighting. It was nontheless satisfying to me, because I had to stay aware of the hitscanners and Revvies.


All in all a very nice effort by pcorf in classic oldschool style. Now if only he could stop putting items in the player's way . . . ;)

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Dedalus 80


A single map with a pleasant architecture and well-thought-out fights where the player feels often cornered. Enjoy it while it lasts ;)

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Dens of Borsippa is a fun map created by the famous Paul Corfiatis who still puts out so many maps that I'm starting to wonder if hes some sort of advance Australien-made artificial intelligence whose sole purpose is to make as many good Doom wads as possible.


-Philnemba 4/5


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Paul Corfiatis is one of these veteran authors that lately seem to engage in sort of recreational mapping, meaning that they aren't challenging themselves to innovate and instead just stick to the old techniques that have been working well enough for many years, presumably because it allows them to relax and simply have a good time with the editor. If you want to see more post-WOS Pcorf, get this file.

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Another nice map by Paul. Short and sweet!

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this is certainly the kind of map you expect from Paul, decently sized, combat scales perfectly, and it's all very well balanced. not made to be perfect of course, but there's no need to perfect it.

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Very nice map from Paul, as always 

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This was a fun, quick WAD to blast through. As usual, top notch stuff from pcorf. <3

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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.