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doom2gif.zip

   (9 reviews)
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Doom II screen shots in .gif format, and at double the .pcx files size.


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Doomkid

  

These maps can be played, search for d2temp, this is from right around the same time. Looks like the Mancs sprite isnt 100% finished, nor is the Arachnotron sprite, and you can actually observe their old behavior by running doom2.wad in the 1.4, 1.5 or 1.6 EXEs. Great historical stuff.

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Unknown date

  
Interesting...pre-re lease Doom 2 screenshots. The Mancubus sprites don't appear to be finished, and the Pain Elemental shoots Cacodemon fireballs. The Arachnotron also looks a little different.

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Unknown date

  
This is a set of screenshots dated June 1994, about three months before the release of Doom II. Some of the images appeared in an early preview by Ross Erickson for Game Bytes Magazine. As the previous reviewer points out, the Pain Elementals seem to duplicate the Cacodemons, which seems a bit redundant; one of the shots shows them infighting a Baron of Hell, which would never happen in the finished game. The Arachnotron has a chain gun.

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Unknown date

  
Very cool.

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Unknown date

  
Interesting! arachnotrons fire bullets, painelementals are to cacodemons like hellknights are to barons, mancubi shoot baron balls, and level design is different!

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  • File Reviews

    • By NuMetalManiak · Posted
      here for the seventeenth installment of dwspd, the theme is to build a canyon. like the previous installment, this is a relatively common theme for mapping, therefore the maps are expected to be pretty decent, and well they mostly deliver. once again Fredrik's map is the first one, and it blows everything else out of the water. kind of a bad thing to make it the first map to be honest though, because it could make some players believe that the other maps after it would be just as good, but that won't be the case when you play the rest, as they don't really have as much bite as that one does. to further exemplify that, once again the MAP02 slot is disappointing in comparison, while MAP06 and MAP07 are both unfinished (nothing but layout in MAP06, while it's pretty much impossible to get the red key in MAP07. not the worst to offer, and Fredrik's map serves as an insane opening challenge.
    • By NuMetalManiak · Posted
      dwspd's sweet sixteenth installment focuses on the theme of abandoned mines. now that's a good map to make a theme on, MAP26 is a personal favorite of mine for Doom 2, and these maps as a whole do pretty well to capture that theme. of course there's a few weak ones like MAP02, but at least they adhere to the theme. many of the maps have low monster counts and low challenge overall. the exception is naturally Fredrik's map, one of his most unforgiving. pretty ballsy to actually make that the first map to play here (you don't need the blue key by the way). not much else to say overall, other than thematically speaking this did pretty great.
    • By NuMetalManiak · Posted
      here we have the fifteenth iteration of dwspd, which also invokes a specific set of rules known as WYSIWYG or "what you see is what you get". relatively speaking, no doors. which seems like it could be easy, a simple outdoor or cave-like map that completely lacks any doors works well enough. the first map is an example of what I'm talking about. ugly as fuck all with no detailing, but it does what it needs to do. the next two maps sadly actually have doors, which sort of ruins the theme. MAP03 is worse than MAP02 (MAP02 has a problem with the beginning as well as the key door not being marked), while MAP03 you can go through a certain fence. and yeah, there's only three maps, but not one of them is really good. MAP02 comes closest, and just because it has doors, it at least has windows so you can see what's behind. but this is easily a weak dwspd compilation that isn't worth checking out.
    • By Walter confetti · Posted
      Pretty good hell map in style of UD inferno maps (especially this map made me remember House of Pain), pretty good layout and gameplay.
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