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Doom City

   (87 reviews)
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About This File

This is a one level WAD for DOOM II that is designed to work great as either a Deathmatch, Co- Op, or single player game. This level is packed with new graphics, and is designed to REALLY look like a city. It features a fast food place, a bar, a church (of course), a supermarket, a seven - eleven corner store, and a library. There are also phone booths, streets, sidewalks and other miscellaneous stuff. For more info about this WAD, check out *Additional Notes* at the end of this document.


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riderr3

  

Very realistic map back in the days!

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Guest

  
OLDSCHOOOOOOL!!!!!!! !!!

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Guest

  
Not too bad.

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Krazov

  
I gotta say, for twenty years old wad it’s pretty neat. For today standards it has a little low monster count and actually it’s pretty brief, but still—it’s worth checking.

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Guest

Unknown date

  
Wow, that was a fun level...Texture alignment was about perfect and the locations were a cool addition along with the custom graphics to make it fit in. For it's age, it's recommended for a playthrough. 5/5 -Mr. Chris

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Doomkid

Unknown date

  
One of my first PWADS as a reeeeeaaaallllly young child. Old Doom memories right here.. This map still kicks ass by today's standards. [3/8/13]

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Guest

Unknown date

  
Cool map. Nice for Tyson :)

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Guest

Unknown date

  
For a level that is not only 10 years old, but fun and challenging as well as not too overdetailed/crowded but enough detailed to make it a realistic city (well, for Doom anyway), and has fitting music and texture themes that work for this kind of level. For me this is very deserving of a 5. -ace

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Guest

Unknown date

  
I just love this map best single level wad ever!!!!!!!!!

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Guest

Unknown date

  
Another legendary map in my eyes. I remember booting this map up for the first time back in 96, and thinking that it was the most detailed city I had ever seen in a game. Some truly unique architecture especially for such an early map. This map has surprisingly faired well over the years. -Scuba

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Guest

Unknown date

  
Awesome map man, loved it!

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Guest

Unknown date

  
The guy that gave this level 4 stars instead of 5 has a habit of inhaling freon and paint fumes. The fact that this is almost 10 years old combined with the quality makes it a 5 star map. This map goes to show that the doom community doesnt need all these crazy new features that are being developed among various engines, but a bit of old school ingenuity. Take a look at the soft drink fridges in the Gas station; I think it is pretty clever how he pulled that off.

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Guest

Unknown date

  
This is a pretty good map for its time. While the architecture is a little simple overall, it is understandable considering the openness of the map and the visplane limits. The gameplay is a bit bland, unfortunately, and there isn't much in the way of difficulty, but I still really enjoyed the experience thanks to the realistic setting. The city-feel is pulled off very well, and there are some nice details here and there, so this map is well worth a play-through. 4/5 -Reckoner

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Guest

Unknown date

  
A really sweet map. Not only is the city represented quite accurately and believably, the architecture is clean, free of errors and works great. Steady gameplay that builds up. Considering WHEN it was built (the era of startan3 rooms with 20 cyberdemons) it's a masterpiece of it's time and still holds up till today as a very fine wad. 5 stars without any doubts.

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Guest

Unknown date

  
Nice map

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Guest

Unknown date

  
Looks good city for 1995. It is a city of Duke Nukem, but it worked. However, it is too easy, should have better single player gameplay. (3+1)/5 (+1 for the date)

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Guest

Unknown date

  
Hard worked on, plain awesome. 5/5

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Guest

Unknown date

  
This surprised me greatly. I was expecting another crappy 90's level map but instead I got a fairly decent city map. I liked the new textures and it was short but sweet.

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Guest

Unknown date

  
Hmm... new textures are nice, especially the fridges give a fine 3D effect, but the gameplay is meh. But hé, this was made in 1995, so for that time it was done quite well: 4/5.

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Guest

Unknown date

  
Very nice, albeit somewhat undetailed. You can make invisible sectors by 1# making a sector without any lines touching another sector, and make its height at least above your viewing height and not touching the sector ceiling. 2# is to make both front and back sides of the sector lines to be of that sector, however, that method is somewhat buggy.

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Guest

Unknown date

  
Really cool :-o A moderm remake of that level, with perhaps multi-floor effectsand more radical texturing would be ultra-cool. I liked the Mancubus at the burger thingy :-p 5/5 ofc. -Maes

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Guest

Unknown date

  
Oh man, this map is a classic. This was one of the first maps I ever downloaded. I remember hearing the music for that map for the first time and then seeing the cool places in this map like the 7-11 and the mini mart. It brings back lotsa great memories. I could have sworn this level was alot harder to beat. :p

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Guest

Unknown date

  
awesome -Lutrov71

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Guest

Unknown date

  
I remember how awesome this level was when I first played it back in the day. 5/5

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cs99cjb

Unknown date

  
This is what Doom 2 would have been like had Id been serious about "Hell On Earth", but Tom Hall was gone and we got Duke Nukem 3D instead. This level had me at the parallax cabinet in the shop. I was wary of the new textures at first but it's all tasteful. I've tried to make a city map that doesn't crash or glitch vanilla Doom and it is damned hard. Hats off.

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  • File Reviews

    • By yourusernamee · Posted
      loved all of it except map20. that map sucked the life out of me. really great stuff all around.
    • By Gato606 · Posted
      It's a nice wad overall, nice map design, textures and monster placement, enjoyed playing on D-Touch (GZDoom1.8) with Dude4th weapon mod.  My only complain would be the secrets, they have very few to no clues about their position.  There was a problem on E3M5 on the secrets around the squared starting room with stairs, the wall closes and let me stuck inside, had to use idclip to get out from those secret rooms.
    • By amackert · Posted
      I recently played through this continuously twice on UV. Overall I feel this is an expertly crafted WAD from start to finish. Beautiful scenery, great soundtrack, and intense gameplay. Maybe a little too intense sometimes, and with that it's probably not a WAD I'll recommend to newbies. If less experienced players absolutely have to try it, I suggest playing on the lower difficulty modes as the included readme suggests. Describing the later maps of this WAD as "brutal" on UV is an understatement to say the least.
    • By galileo31dos01 · Posted
      Done with these settings:   - GLBoom+ 2.5.1.4. - Ultra-Violence. - Pistol starts. - Saves every 10 minutes or no saving.   This is a funny memewad of concepts and tricks from the Boom engine. It's anything alike classic conventional Doom gameplay, ergo the chosen compatibility, and brings a specific gimmick in a satirical form for each map. Aesthetics are part of the idea too, by way of monotextured layouts of the simplest geometry, such as to find out which sector/linedef has an action, and mostly grey and brown as the predetermined colours, with a bit of green and red bricks in some levels. Besides, skies made of one resized texture, and music from TV series and movies, the ideal recipe for an experience in Doom one doesn't opt for everyday.    Concept-wise, it's much appreciable to experience each map on its own, even more when the idea of carryovers will only block your progress in survival maps: better leave in bad shape and restart freshly than carry less than 15 hit points and be eternally murdered by former human ambushes. This example is one of Pinchy's numerous parodies of unconventional/inconvenient situations we've all been through in Doom. Humping walls to find progress like in primitive maps, having the screen constantly tinted because of pickups, being harassed by incoming projectiles from monsters out of your FOV, that fear of eating your own splash damage because the door can close at any moment, these are just a few of the most hilarious cases I've seen here. It wouldn't be bad to say not all of the gimmicks were clear enough to me, still don't know what's the meme in map 13. Same in some of the later maps, they seemed to have less ridiculous and more serious content, or at least not something different from earlier maps, but if anything I support that seemingly passion for zombiemen hordes, which held up my enjoyment most of the time. Funnily enough, it wasn't until the very last map that I laughed out loud at doomguy's surroundings, and there was nothing else than THE END messages under a sky in fireblu. Guess I couldn't hold my laugh for too long.   Secret-wise, it's interesting to me that in a wad of this category the only existing secrets serve as a combination of the gimmick in question and helpful extras for survival. The second map's way to hide secret sectors is quite funny indeed. As for favourite maps, I found the concepts in map 02, 04, 07, 09 and 15 to entertain me more, last one because it tickled my fancy for exploration. Some of the rest like 05, 07, 11 and 14 woke my other feelings, not only they made me laugh but also feel tense, those imps and troopers could not beat me!... not more than twice...   Overall, even if not all of the maps made sense, or had strange concepts I didn't understand, the point was to laugh, and I believe that was achieved here. Because laughter is good for the organism, check this out. My rate is 7/10. 
    • By whirledtsar · Posted
      Not too shabby. Very intricate level with halls & rooms to explore taking up almost every square inch of the castle. You do have to look through pretty much the whole place to find the necessary keys, but you'll have fun in the process. Most of the gameplay is pretty simple run & gunning of mooks but there are a couple neat traps, like the teleporting/telefragging area and the exit. Despite the large and labyrinthine design of the level, it doesn't get boring or easy to get lost in due to the abundance of landmarks (mainly sector furniture) and high interconnectedness. Texture alignment is quite bad, but oh well. There are some replaced sounds which are a bit odd but not bad, which kind of encapsulates the whole wad.
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