Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
  • NOTE: There is a known issue with the most recent entries having screwed-up information and links. Some databases are out of sync and we haven't been able to fix it yet.

DOOMII demo screenshots

   (4 reviews)
Sign in to follow this  


About This File

These are the .PCX files from John Romero's DOOMII demo during the Austin Virtual Gaming Tournament on June 18th. There are about 25 .PCX files that span about 4 different levels. Be sure to check out the new monsters, new levels, and different bit maps...can't wait for the release.

User Feedback

Create an account or sign in to leave a review

You need to be a member in order to leave a review

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now


Unknown date

These are REALLY interesting, they're screenshots of Doom 2 in beta form! GOTCHA (map20) looks completely different! Well worth taking a peek at these!

Share this review

Link to review

Unknown date

It's a bunch of early screenshots from Doom II. Generally they're dark and uninteresting, although in some of the screenshots the pain elemental is shown to shoot balls of plasma rather than lost souls. Other differences include the mancubus firing green blobs rather than fireballs, and the arachnotrons are armed with chainguns. The mancubus only seems to have one movement frame.

Share this review

Link to review
  • File Reviews

    • By printz · Posted
      This wad seems to be a compilation. Anyway, here goes the per-level reviews: An average dock level. Water hurts. There's an unusual way to wade through this water to open some barriers. Overall pretty blocky and not that well done. It's plagued by REJECT errors causing most monsters to be passive against you. A dungeon level made of copy-pasted layouts. Overall much better and more slaughter-like than the previous map. Relies on switches and passages for the greatest part. An even better and much harder level. This one involves some wicked layouts of passages and lifts, and uses symmetry to its advantage. Overall, some super challenging levels but not very strongly structured, rather on the more abstract side.
    • By Darman Macray · Posted
      The original "Eternal Doom," which makes up the first 12 maps of this Megawad, is an absolute must-play masterpiece. The levels are huge, yet finding one's way about them is an enjoyable task rather than a maddening chore. Hexen and Heretic both have beautiful textures, and the maps use them to great advantage to create sprawling medieval architecture and display some of the best environmental story-telling present in any wad I've ever played.   However, that praise does not carry on to Eternal Doom's two expansions, dubbed, "Eternal Doom II" and "Eternal Doom III," created by TeamTNT, which make up maps 13-32 and are, at best, an incredibly mixed bag and worst--well--painful. Beautiful architecture and intuitive layouts are traded out for strange abstract maps with misaligned textures and an overall quality that feels better suited for something like "D!Zone."   Most of the maps aren't awful by any means (Actually a few of them are--Map 14 comes to mind), but it almost feels unfair to put any set of maps after one of the greatest 12-level episodes of all time.    It should be said that the weakest the Megawad gets is "Eternal Doom II," as part III as a whole finishes strong, aside from a bloated copy-cat of map 12 that stands in the map 30 slot.    The soundtrack, composed by Rich Nagel, is the most consistent bar of quality throughout the wad, and almost--ALMOST--makes the more mediocre sections of the map-set bearable, providing an incredible score with returning themes and varying styles.   On the whole, Eternal Doom I is easy to recommend, and to the most diehard fans of the wad's esthetics, may just buy enough good will for those who wish to journey forth for rest of the megawad's offerings.   
    • By printz · Posted
      This is a deliberately abstract level. While it's not as puzzle driven as you'd expect from the description, the author clearly designed the level with tricks in mind.   Unfortunately, it's riddled with bugs: At some point there's an elevator. Hitting a switch will close a wall behind you. Unfortunately, that wall will no longer be openable from the outside! You can easily return outside with the Chaos Device and be forever stuck. In fact, that wall shows HOM too! The teleporter near the exit has W1 triggers, which will easily be cancelled. This is an even more serious bug.   I will give this 3/5. I would have given it 4/5 for originality if it weren't for those showstopper bugs.
    • By Walter confetti · Posted
      Been caught by the title, leaved for the shitty wolf3d like layout. Also it's way too empty for a single player map and it's too large and have too many doors for deathmatch. Avoid it!
    • By printz · Posted
      Weird flat unremarkable sprawling map.