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Diaper2 Deathmatch

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About This File

I made this level because I love 2die, and I wanted to make something like it. If you've played 2die, you'll notice the many similarities. It's harder to get a cheap frag by blasting someone as they come off a lift. Please don't play this in a difficulty level lower than Hurt Me Plenty, because you'll get way too much ammo. There is only one secret in this level, and (I think) it's pretty clearly marked. For those who haven't played 2die, this level has a main room with a raised arcade around it, and two powerups on platforms in the middle of the room which can only be gotten by jumping from the arcade. Off the main room is a small hall leading to two small inter-connected rooms with a launcher and ammo in them. Two more rooms come off the hall. One contains a stairway leading to a supershotgun. There is a berserk pack and a box of shells in the water. Down the stairs is the room containing the BFG, the chainsaw, and another launcher. There is also another supershotgun in here. This room has a lift up to the arcade. I spent alot more time than I usually do on the texture/lighting effect, and I hope you like it. Also, I replaced the nasty plasma sound with something alot better. There's a new pistol and oof sound too. The music is "Smells Like Teen Spirit," and for those lameasses who don't know, it's Nirvana. There are a few changes from Diaper to Diaper2. The hallway is wider; there is no longer a door in front of the BFG; and the lower rocket room has an escape so you won't be trapped in there. (One more thing... I have no idea why I called this thing Diaper.. it was just the first word that popped into my head when I first saved it, and it kinda stuck.)


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  • File Reviews

    • By chowbar · Posted
      Possibly my favorite Ultimate Doom megawad. Although its first half feels like DTWID, it quickly becomes a much more twisted and demented take on the familiar techbase/hell aesthetic. Expect well hidden secrets, tight corridors, and some tough encounters in large, complex levels. In keeping with Ult Doom's tone, NaturalTvventy layers the atomphere on thick to create levels that feel genuinely hostile and evil, even more so than in the original.    If you have a soft spot in your heart for the original Ultimate Doom, this megawad is a must play. NEIS makes you realize how rock solid the original Doom formula is, even without the SSG and revenants. 
    • By whirledtsar · Posted
      An odd wad in which you play a Hexen class while fighting Heretic monsters in Heretic-textured levels. Surprisingly, it works pretty well, and is an interesting change of pace from either game. It retains Hexen's hub design, although it's not at all puzzley, just a "go and collect 3 items and return to the hub" quest. It's very combat-focused (there's almost 400 enemies in the final level), but unlike some Heretic maps, it doesn't end up feeling like a slog. Perhaps Hexen's weapons are just more powerful than Corvus's. The level design is very good, besides a couple of sore spots (the cramped areas of the lava level, the metal maze in the final level). The boss, D'Sparil, is much easier to kill than he was in Heretic; he probably should've been modded to have a better chance against Hexen's warriors.
    • By Philnemba · Posted
      A fun heavily modified tougher version of Doom 1's E1M6 dated back in April of 94(yes same month of origwad). Its starts a bit hectic but with so many shotgun guys and plenty of health throughout the map, its actually not that hard to go through. However like any 94 wad, it has typical misaligned textures, a few HOMs, and had to use noclip cheat to grab the last card key due to ceiling being too low to pass under. Despite its age and a few minor stuff, its a fun wad from 1994 and I would recommend to give it a try :)
    • By whirledtsar · Posted
      Excellent wad for Hexen fans. It stays true to the style/spirit of the original game while introducing new ideas. The level / hub design is interesting, the combat is well-balanced, texturing is well-done and well-aligned, and there are plenty of interesting scripted events. The wings are used in a very smart way - you're able reach many previously unreachable items and paths. The only thing I disliked was the "boss" of the final level. I won't spoil it, but it's quite disappointing.   Unfortunately there is a bug in The Castle Of Fluft - the flame mask switch is not set to "repeatable", so if you try to use it without the prerequisite mask, you won't be able to use it again when you do. If you encounter this bug, type "puke 10" to activate the script the mask normally would.
    • By Lane Powell · Posted
      This seems like a semi-hidden gem. The author's other WAD Crimson Canyon won a Cacoward, though I prefer this one.   It certainly lives up to its namesake. The textures are all Hell's green marble and blood, supplemented with custom textures including some modified Giger designs and some creepy sprites I recognize from Monolith's Blood. The map designs are seriously contorted. It's probably a divisive aspect of the set. In some levels the angular layouts wrap around themselves in a jagged mesh, creating devilish mazes with slightly obscure progression, and where fireballs can fly at you from different parts of the map. Other parts are darker and more claustrophobic. It's all a totally hostile atmosphere.   There are some common themes gameplay-wise but you'll know them by map 2. A big one is ammo constriction, especially on UV. Certain maps seem near unbeatable without finding key secrets.   This was actually one of the first WADs I completed a few years ago, and on revisiting it it feels very fresh. Like most memorable WADs, it rides on strong concepts and some devilish gameplay while targeting a distinctive theme.
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