Archive Maintainer : levels/doom2/Ports/megawads/
Email Address : [redacted]
Title : Doomworld Mega Project 2017
Filename : DMP2017.wad
Advanced engine needed : Boom, GZDoom 3.2.0
Primary purpose : Single play, Cooperative
===== Description =========================================================
> Final release of Doomworld Mega Project 2017.
> I express my gratitude to all those who took part in the project, and also
authors of textures, sprites, sounds and music, included in this build.
Special thanks to scifista42, CWolf and Voltcom9.
> You can find detailed information about the used resources in posts of the
original project thread:
===== What is included ====================================================
New levels : 52
77: Hub Map
Sounds : Yes
Music : Yes
Graphics : Yes
Dehacked/BEX Patch : Yes
Demos : No
Other : No
Other files required : None
===== Play Information ====================================================
Game : Doom 2
Single Player : Yes
Cooperative 2-4 Player : Yes
Deathmatch 2-4 Player : No
Other game styles : None
Difficulty Settings : Unknown
===== Construction ========================================================
Base : New from scratch
Build Time : One year
Release date : 2018, January 5
Last update : 2018, February 10
===== Map List ============================================================
Map Author Map Name Release
01 Jaxoon R Hope to God 2017.03.19 [# 14]
02 Scypek2 Don't touch! 2017.04.13 [# 17]
03 TreeSquid Sector 18 2017.06.11 [# 20]
04 Roofi Corrupted Industry 2017.07.01 [# 23]
05 TimeOfDeath Subtle Shun 2017.12.16 [# 27]
06 Pegleg Assault on the Mountain Garrison 2017.12.30 [# 43]
07 Matt Devlin Portal Control 2017.12.31 [# 48]
08 Walter Confalonieri Valhalla awaits you! 2017.01.29 [# 02]
09 Carlos Lastra All Guns Blazing 2017.02.20 [# 04]
10 riderr3 South of Hell 2017.02.21 [# 05]
11 Bauul Spiralunky 2017.02.22 [# 06]
12 Dan Trim Butcher's Hook 2017.02.27 [# 10]
13 Glen Christie Caustic Canyon 2017.03.14 [# 12]
14 Cannonball A Keen Eye 2017.10.23 [# 32]
15 TheOrganGrinder Putrid Hollow 2017.12.27 [# 41]
16 Memfis Castle of Fun 2017.01.18 [# 01]
17 Forli System Meltdown 2017.02.22 [# 07]
18 Paul Corfiatis Wrath of The Wingless Pigeon 2017.02.23 [# 08]
19 Veinen Predator 2017.02.25 [# 09]
20 Nate River Wolfenfels 2017.03.07 [# 11]
21 The_SloVinator Isolation 2017.03.19 [# 15]
22 CrazyDoomguy Graveyard 2017.04.30 [# 18]
23 A2Rob Janitor Patrol 2017.05.23 [# 20]
24 antares031 The Kerberos Complex 2017.06.17 [# 22]
25 complexDoomer COM 2017.08.21 [# 25]
26 Philnemba Starport Anomaly 2017.08.27 [# 26]
27 HUNdebLeonidasX Gun Down the House 2017.10.01 [# 28]
28 Michael Jan Krizik Scythian Opera 2017.10.07 [# 29]
29 Oleg "CWolf" Vovk Wrong Turn 2017.10.17 [# 30]
30 Ninehills42 Proxima Centauri Lust 2017.10.29 [# 32]
31 Jjp Six Tricks 2017.12.26 [# 39]
32 Obake 1000 in less than 10 2017.12.27 [# 40]
33 Scotty Nazi Revenant Orgy 2017.12.28 [# 42]
34 Obsidian Big Flamewar at Little Temple 2017.12.31 [# 46]
35 Spectre01 Skindustrial Core (Sector 03) 2018.01.01 [# 50]
36 bonnie Sewers 2018.01.02 [# 51]
37 Dragonfly Integrity 2017.01.31 [# 03]
38 Voltcom9 The Eldritch Construct 2017.03.27 [# 15]
39 Gunsmith Deviation 2017.03.30 [# 16]
40 Ed Maus Haus 2017.05.08 [# 19]
41 everennui Red Tempest 2017.08.19 [# 24]
42 RaphaelMode GJUNX 2017.09.03 [# 27]
43 Marlamir Welcome to U. A. C. 2017.11.27 [# 33]
45 Sasha Stodulki 2017.12.02 [# 34]
44 Dazzer The Nephilim II 2017.12.03 [# 35]
46 Lorenz0 Antidote 2017.12.21 [# 37]
47 marxr Thy Infernal Castle 2017.12.22 [# 38]
48 cambreaKer Cold As Hell 2017.12.30 [# 44]
49 dmg_64 The Wind Guides You 2017.12.31 [# 45]
50 Pinchy Lava Dome 2017.12.31 [# 49]
51 StormCatcher.77 Fiery Rooster Arena 2017.12.31 [# 50]
77 Voltcom9 & StormCatcher.77 Hub 2018.01.05 [# 52]
===== Mapper's Comments ===================================================
01. Jaxoon R: You just shootkill the demons whatever man next question.
02. Scypek2: This wad features the most unique gameplay I've ever seen in a
vanilla mod! (Not that I've played a lot of those) Armed witha plasma
gun and an endless energy cell stash, your goal is to kill hordes of
demons (higher skill levels = bigger monster variety!) from behind a
window. But if a single one gets too close, you're toast! So you need to
carefully observe all the pathways, and make sure the coast is clear
before you try to step back and resupply your ammo... once you've been
fighting for about 90 seconds, you're free - the exit door opens and you
may abandon your outpost.
05. TimeOfDeath: I made most of the map yesterday, then finished it up this
morning and recorded a demo. Turns out the map is vanilla compatible,
but not recommended because of disappearing things.
06. Pegleg: The Mountain Garrison was a base that had been allowed to fall
into near-disrepair and tended to be the last destination for those
troops that had crossed the wrong commanding officer. It was far removed
from almost everything. When the demon horde came they swept through
everything, including the Mountain Garrison. From the operations hub,
the command staff could see the destruction the horde had wrought. They
decided to send you in for quick reconnaissance, with strict instructions
to avoid engaging the enemy unless absolutely necessary. Armed with your
sidearm, you stepped on to the teleport, with the next stop being the
central room of the Mountain Garrison.
07. Matt Devlin: A short tech base level with a simple objective: Open the
portal and stop the invasion...at the source!
08. Walter Confalonieri: A colorful city map, the level starts where my map
in DMP 2016 ends and it uses these two limitations: 50 monsters and using
only the "new" doom 2 monsters (expect for lost soul, that is the PE shot).
09. Carlos Lastra: There are many hitscanners in this map, so the level is a
little bit random. Sometimes, it it's hard; sometimes, easier.
10. riderr3: A big hellish place somewhere deep in south of hell.
11. Bauul: Simple concept map channeling a Serious Sam vibe. I created the
outline first and somehow it ended up much bigger than I originally
intended, but the overall concept came out mostly as I had envisioned.
The name is a play on "Spiral" (because the map is a spiral) and
"Spelunking" (because you're climbing out of a hole). Also Spelunky is
my wife's favorite game, so it's a nod to her too. One tip: When you
see the Red Skullkey at the end, don't be shy about taking a running
leap off its platform. 10 points if you can land on the teleporter!
12. Dan Trim: Been playing a lot of chillax; I've not pulled any punches
with this one.
13. Glen Christie: This map is best played with an explorative mind set,
there is plenty of health, ammo, weapons and secrets hidden around but
they aren't just handed to the player, so be aware of that.
14. Matt "Cannonball" Powell: Not much here, just a slight gimmick to
progression with a lot of secrets and a few optional areas.
15. TheOrganGrinder: A small-to-medium cavern map and my first released
16. Memfis: A series of somewhat sadistic scenes around and inside of a
castle. A bit generous with health pickups I think so it shouldn't be
too hardcore but dunno. I get kinda different experience every time I
play this. Btw, I used Boom only because I wanted a custom sky, the map
otherwise is completely limit removing.
17. Forli: This the first map with boom compatibility that I've made and I
think I did something wrong, I had to include the doom2 textures in the
wad to make it work on prboom+.
18. Paul Corfiatis: A small but nice Boom compatible map that is designed for
singleplayer but has coop and DM starts. The map uses standard Doom 2
textures but there is a new original sky.
19. Veinen: An underground facility overrun by the demonic hordes. Can you
find out what the demons are up to? Slaughter-ish map with medium-high
difficulty but nothing over the top I hope. Can be a bit cruel if you're
playing without foreknowledge though, so saves are recommended for the
20. Nate River: The idea for this map I got after rewatching playthroughs of
Wolf3D and receiving a suggestion to make classic Wolf3D maps with Doom2
resources. The design is more true to the original even though it's using
Doom2 resources and I put in a few homages to memorable parts of the
original campaign but also many new ideas to spice things up a bit. As
the map progresses, the difficulty increases with some more unorthodox
and trickier encounters towards the end. The map features lots of
optional areas (secret and non-secret) with many useful resources. So
exploration is generally rewarded more than overly cautious and campy
play which isn't required even on UV and will - unlike in the original
game - in some cases even lead to almost certain death.
21. The_SloVinator: Can be tough at some points on UV but definitely
possible, pistol-start wise.
22. CrazyDoomguy: On UV-MAX some places are really difficult. I hope on
ITYTD setting you able pass with less using save and load.
23. A2Rob: Large map taking place in some kind of water treatment plant.
Contains a mix of close quarters sections and large open areas.
24. antares031: Inspired by Killer Colours from Alien Vendetta, but with
non-linear layout and techbase environment. And yes, now I don't hate
slaughtermaps anymore. ;)
26. Philnemba: A episode 1 style map with a few hellish elements and added
Doom 2 textures with difficulty being higher than the OG episode 1 maps.
With the exception of Hell Knights replacing most Barons on easier
difficulties, this map only has monsters & weapons from Doom Episode 1.
27. HUNdebLeonidasX: A small map where Doomguy need to get rid of the
invaders in a hidden military dance club.
28. Michael Jan Krizik: Started this map as Hurricane Irma was about to hit
us. Been working on and off for the following weeks and was a little
inspired between the likes of Scythe (duh), Alien Vendetta and Plutonia 2.
Felt like making something punishing to mix things up a bit with my
mapping style. Been testing this map constantly - hopefully it doesn't
have too much or too little ammo for the oppression at hand - it's hard
to say when taking multiple routes from the start. Have fun finding the
30. Ninehills42: A Sunlust style map with fitting difficulty. I originally
planned to make a whole megawad with this map being map 01, but I
changed my mind after seeing how much work it took me to make the
detailing. So i decided to release the map in dmp 2017. Watch out for
the traps, there are quite a few of them.
Oh ye, and sorry for the
starting revenant. At least on UV difficulty. Since its the start of
the map, i decided to keep it in.
31. Jjp: A Boom-compatible map with six gimmicky set pieces that can be done
in any order.
32. Obake: The title refers to the number of enemies and the time it can be
beaten, respectively. The map was made speedily, a few weeks before the
deadline. I wanted to push myself in terms of enemy numbers, despite most
of them being in inaccessible locations. I feel I succeeded in making a
challenging, fun map, despite the gimmick and short development time.
34. Obsidian: I was playing Rebirth and thinking to myself that the maps
didn't really explore the new themes that the textures made possible.
Also those window textures look freakin' cool and I wanted to use 'em. :P
35. Spectre01: Abstract flesh-city map with some slaughter-ish encounters
and tricky platforming (by my standards). Designed to be played from a
pistol start. Another follow-up to my DMP2016 map19, the other being the
much larger Sector 04 in SlaughterMAX. I wanted to make something taking
place entirely above ground (or in this case blood) level, with lots of
height variation. Requires some careful movement, as falling off is very
punishing. No inescapable pits though. Difficulty settings are as
follows: HNTR (fun challenge), HMP (challenge), UV (I want to faceplant
for hours). Enjoy!
36. bonnie: I just wanted to get this out (I ended up just redoing what I
lost) just to show that's it's technically done. I haven't actually
playtested it at all, so expect some re-balancing and bug-fixing updates
within a few hours. Despite the heartache, I had quite a bit of fun
improving on this map for this project and adding all sorts of silly
custom textures. I really hope people do some demos for my map, maybe
even using that voice-recording-demo version of prboom somebody made :o
37. Dragonfly: Integrity was my first entry in the DWMP series. Finished in
January, I used this map to prepare myself for the creative efforts I would
be working on later in the year. Built in little over a week, Integrity was
designed to be challenging for me based on my skill level at the time.
It's beatable, but not without a bit of effort. I had a lot of fun
working around the green colour scheme and felt this map was just
'naturally' came together, without any moments of mapper's block. I hope
you enjoy it as much as I enjoyed making it!
38. Voltcom9: This originally started out as a sort of experimental tech
demo for me to learn to utilize some of GZDooms more advanced features
as well as to experiment with applied slopes, I think the end result
turned out playable and mostly enjoyable.
This was designed and tested
for GZDoom. It is suggested that the player use freelook to better
experience the maps design.
I hope you enjoy this map as much as I
enjoyed creating it.
42. RaphaelMode: Welcome to the land of GJUNX! A beautiful half-baked idea
that felt like a solution. What went wrong? It's time to dive deep and
find out! This was initially supposed to have a lot more story focus but
I gave up on it. It would detract from mainstraem action a Doomworld
Mega Project player is likely to desire to some extent, and perhaps it
would state too claerly what GJUNX is. And once things are certain, they
get rigid and unfun... In any case, this is an introduction to GJUNX
right here! I hope it's well perceived! You will finally get the chance
to fight what lurked from the walls on a few occasions alraedy...
43. Marlamir: Map is not 100% finished because i don't have much time and
right now im without laptop and i propably wouldnt be able to finish map
in time so i give whats i have. Is from 90-95% finished is just need few
small improvements. Is fully playable. Map is set in one of the many
u.a.c bases. Are you able to get trough and kick monster asses one more
time, show them that this base was the wrong one to invade.
44. DAZZER: Really short and mostly easy Map. Just wanted to take part in
this with a nice layout and Fun Gameplay.
45. Sasha: Catch 100 (sto) rockets and use them correctly.
46. Lorenz0: A really short, amateurish map. It's easy, so it should
probably go somewhere at the beggining of the megawad.
48. cambreaKer: I started this map around December 27th, and this map was
kind of rushed a bit. There were many ideas about maps for this project
including a big arena where you fight a bunch of monsters, a "uac base"
map that was called "cambreaKer HQ", a prison escape map, and a map
called "A Doom Chainsaw Massacre" where you kill monsters with a
49. dmg_64: If you like puzzles, try this, Monsterless map.
50. Pinchy: I built the entirety of The Alfonzone with this map in the back
of my mind, there's no telling how much all that experience actually
changed and improved it,
51. StormCatcher.77: A short map in the Egyptian style. You have to find 3
yellow keys to open the exit door. Explore locations and collect them in
any order. Finding the next key, be ready to pass the test in the arena.
===== Copyright / Permissions =============================================
> You may NOT use the maps as a base for modification or reuse.
> You MAY distribute this file for free, provided you include this text
file, with no modifications.