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5 maps designed for PrBoom+ complevel 9. Play on HNTR or HMP. I spent the vast majority of time working on HNTR and HMP for maps 01-03. UV is an extra special difficulty that most likely only I will find fun.

Maps31 and 32: These two maps are special bonus maps. Only UV is implemented for Map31. Map32 has HNTR, HMP, and UV implemented but I recommend almost everyone play HNTR on Map32.

Difficulty descriptions: HNTR: I dont really play slaughter/I rarely play slaughter

HMP: I like slaughter maps but it definitely isnt my primary focus.

UV: I love going up against overwhelming odds, fighting tens (sometimes hundreds) of cybs/viles at a time, pain elemental swarms, Reality category of speedrunning.

Due to the nature of these maps I recommend playing with infinite height off in ZDoom based ports due to the flying monster behavior mixed with high ceilings. These maps were designed for PrBoom+ cl9 which has vanilla flying monster behavior.

Because of my mapping preferences play in software mode for best visual results!
rdwpa, GarrettChan and Nine Inch Heels like this

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   5 of 5 members found this review helpful 5 / 5 members

Killer5 aka MrZzul has one of best understandings of difficult Doom gameplay that exists today, and Dimensions is a delicious realization of that ability. I encourage you to start on Hey Not Too Rough because it is a treat for everyone, and then when you're hungry for more, Hurt Me Plenty awaits. And then Ultra-Violence after that.

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Nine Inch Heels


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

A most entertaining set of maps that should have something in the bag for everybody who wants either freewheeling slaughter or tight challenge encounters.


If you're well versed in "doomy things", HMP might be a good place to start, if you desire a considerable challenge without getting totally steamrolled by the opposition right away.


If you want something more laid back yet still entertaining, HNTR is the place to be.


UV is for the most strong willed doomers out there who wish to push themselves. Paradise and Purgatory await, if you live to see it.

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

map by map reviews are fun...


MAP01: yes easy map, but also rather tedious to max due to the infighting that you pretty much have to rely on once the arch-viles are gone. also a BFG-only map, which despite there not being basically any other weapons you really can't kill everything with anything else.


MAP02: I fucking hate platforming of this kind, especially with the ceiling bits making it even more so. when the combat is there it's pretty good. the trap room was very devious and nasty too. otherwise a forboding map.


MAP03: no real tedium thankfully and nice Ribbiks-like setpieces. only problem is the reliance of voodoo triggers when I pretty much clear out most battles quickly. best level of the set.


MAP31: the revenant wall is fun.


MAP32: this and the previous maps were treated as bonus maps. I had to god-mode this one entirely and even then it's tedious. why didn't half of those revenants teleport #OCDtrigger


one of the reasons I really don't like the slaughtermaps of this kind is just since I always aim to kill everything and get everything as quickly as humanely humanely humanely possible, I'm spending minutes killing cyberdemons on the floors of the maps and it takes up way too much time. and if that isn't much of a problem, in that I can take out the setpiece quickly enough, having to wait for the lock-in to finish lowering or something like that bores me to death. again, spending minutes waiting is a problem. maybe my mindset shouldn't be to rush through everything, but I like that kind of playstyle. it's just all that waiting, man. and the potential tedium of having to face big monsters in a scenario that takes much longer than it already is. now feel free to ignore this, or me.

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

5/5. Either take a leisurely relaxing stroll through some pretty sexy looking maps on lower difficulties or get mercilessly abused by those same maps on UV. The choice is yours. Also platforming map = instant 5 stars :P

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  • File Reviews

    • By hamdan3hsan · Posted
      i thought it was a song by metalicca
    • By whirledtsar · Posted
      The texturing and detailing looks incredible and the general map design is good, but unfortunately this is all hampered by how cramped it is. All the detailing makes you constantly get stuck or otherwise not move how you wanted to, which is very unfun and frustrating.
    • By printz · Posted
      Pretty cool hub where you sometimes have to run away and find equipment in order to succeed.
    • By loveless · Posted
      I enjoyed this map a good deal.  Brooding atmospheres and dark, detailed spaces with engaging combat sucked me right in.  Fun, not easy but not too difficult either.  There's a great blend of exploration, run-n-gun, and set piece style fights; I'd recommend this to anyone.
    • By GuyNamedErick · Posted
      So with many old classic WADs not aging so well or have their gameplay styles improved by modern WADs or even WADs that came only a few years later since their initial release, I begin wondering on how TeamTNT's other megawad, Icarus: Alien Vanguard, hold up today. Of course it's hard to not bring up TNT: Evilution when bringing up Icarus so I'll try to focus on Icarus in of itself for the most part. I played through with ZDoom 2.8.1 on Ultra-Violence with no freelook, jumping, crouching, etc.   First things first, the levels in Icarus are far more consistent than that of TNT: Evilution. As much as I like TNT: Eviltuon, the levels in Icarus carry a consistent theme with them (for the most part) and they all feel put together with a design flow in mind rather than a random compilation of levels. The worst levels of Icarus aren't as bad as they seem, and given that most levels are short and quick in action, you won't feel so dreaded on a level that seemingly drags on. There are some exceptions, some levels are longer and more difficult than others, and there's the occasional "where do I go" kind of level, but for the most part, you can play this WAD casually and enjoy it for what it offers.   Much like TNT: Evilution, Icarus experiments with some of its levels, MAP20 has one part of the level be an upside mirror or an earlier part of the level, only now you walk on the "ceilings" instead of the "floor", and MAP24 includes the ghost monsters bug as an intentional part of the map, there's even a small tutorial on the start of the map to tell you how to kill them, quite nice. My personal favorite levels are MAP11 and MAP22, but there are some other levels in Icarus that have a good variety of levels, both visually and gameplay-wise. Some textures do use the same textures over and over, especially silver textures early on, but they don't distract too much from the WAD, if anything it benefits some of the levels instead.   There's also a full complete soundtrack, with every level having their own unique track, compared to Evilution's smaller soundtrack that uses the same tracks for multiple levels. The music helps in making some of the worse levels more fun to slaughter though, MAP31 being my favorite out of the bunch, it builds quite an atmosphere for a level that I wouldn't expect to have any. All in the all, the music is great, but knowing TeamTNT, that is to be expected.   Regardless, Icarus is also pretty flawed, and some little annoyances can ruin a level. One of the notable examples like MAP20 have this lift that has a very tight space to stand on and very little room to straferun to the floor to enter that teleporter to leave the upside down area of the map. You can't stand on the lift for too long as then your head will supposedly hit the ceiling and the lift will go down again. It took me far long than it should to just get up that lift but because of how it worked, it ended up making an alright map to one I don't want to play without thinking about noclipping next time I play it. Some maps seem promising but end up not being so great or even frustrating to play. MAP18 didn't have much to offer other than a ton of Barons and Hell Knights in a big crate room with a Cyberdemon at the end (also a map-breaking error with the yellow key apparently). The two secret levels, MAP31 and MAP32, were pretty disappointing and were lacking compared to the main levels, with large spaces yet not so many enemies to nor much to look at.   The final map is the weakest map out of the bunch, but I guess that's expected. Anyways, the final map is your usual Icon of Sin boss level, and it doesn't seem so bad until you find out that you can just run all away to the other side of the map, shoot a switch, and shoot a target and kill the boss in less than 30 seconds. Not even any kind of lift like Doom 2's final map, you can stand where you are no problem as it is. It's strange how despite having three people making the map, it felt like it was made in five minutes by just one person.   Flaws aside, Icarus is still a good WAD to play and managed to age well (to me) despite some design choices that won't appeal to everyone. There are some bugs (like the one mentioned for MAP18) and some maps having inaccessible secrets (MAP15's shotgun secret), but for the most part, you can play Icarus problem free. Funny how I didn't liked Icarus initially and after this playthrough it became one of my favorite megawads to play through. Overall, Icarus is solid and still worth playing through.