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Kingdom of Death

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See Parts II and III

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A couple of oddball Doom maps from July of 1994.


E3M1 is just a badly texture hallway hell map with a mandatory yellow key secret.


E3M2 is a slightly better map where you only need the red and yellow(also a mandatory secret) keys to exit while the blue key leads you a switch hunt throughout the map til you're rewarded with a BFG9000. One section of the map I like was the room full of nearly 100 Lost souls which can easily dispatch by shooting the barrels surrounding them creating an amusing chain reaction massacre. 


Not really the worst 1994 maps I've played but there are many others better than these maps.

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Combination of two WADs, Annex of Death and DEVIL.WAD, both levels taking the E3M1 and E3M2 slots respectively. Regardless if they're intended to be played separately or together, both are poor levels with equally as poor design choices.


E3M1 is a short and basic level, there's really nothing to explore besides bumping into walls hoping which one will lead to where you need to go. In fact, the red key is hidden behind a wall that is a mandatory secret, though thankfully at least has a different texture to give you an idea. Even so, there's not much to it really.


E3M2 is odd, you can beat it pretty quickly if you figure out that you only need two keys to finish the level, both being the red and yellow keys. The yellow key is yet another mandatory wall secret, only this time without a different texture to help you figure it out, and to tell you it's near the blue key. The blue key is only used to access a lift that takes forever to go down and go up. You have a big drop that leads to tight hallways packed with monsters, only as a means to go switch hunting. The reward for doing that is a BFG but by that point you are practically done with the map.


Strange WAD, but nothing interesting.

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Unknown date

Two small maps with idiotic layouts, texturing that makes your eyes bleed, and annoyances like having to push every fucking wall in the map to find important rooms and keys. This falls somewhere between "awful" and the dubious grade "vomit" (which I usually reserve for the *really* brain-dead maps). At least there're no outright bugs, except for one HOM, so I'll be generous. --1/5

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  • File Reviews

    • By Roofi · Posted
      Grime looks like a more hellish version of Scythe 2's map 25 mainly because it uses an altered and darker version of the music "Intolerance" from Seiken Desentsu 3 and it was heavily inspired from Scythe 2 Map 23-25 . I actually found Grime way easier than Erik Alm's map . The health and ammo were indeed quite plentyful and above all Grime doesn't have those annoying and overpowered space marines. Inversely , Grime has more high-tier monsters but you can make them easily infight.   It doesn't figure among my favourite maps from Death-destiny but that remix of "Intolerance" is fucking awesome. :)   Detailed review : http://doomfrance.forumactif.com/t4688-review-maps-de-death-destiny#140845   My UV saveless demo : DEMO
    • By Roofi · Posted
      A tough speedmap made by Death-destiny with many questionable textures choices but I really enjoyed the moody atmosphere thanks to the music. However , this map is not as tough as others death-destiny's works even if a lot of monsters encounters happen in cramped spaces.   Detailed review : http://doomfrance.forumactif.com/t4688-review-maps-de-death-destiny#140845   My saveless demo done on UV: HERE
    • By Roofi · Posted
      Clearly not the best work from Didy but a good level after all. The map is short and has no secret. The totally brown techbase and the brown landscape were not really memorable but I loved the beach and the underwater area near the end. The gameplay frustrated me a bit because of the abuse of sniping enemies at the beginning and the also the lack of armor. UV-max is impossible too because an enemy is stuck.   My usual french detailed review : http://doomfrance.forumactif.com/t4690-review-maps-de-didy#140928   FDA Demo : Here
    • By NuMetalManiak · Posted
      apart from the maps in Dark Resolution 2008, I really am not familiar with Death-Destiny at all. when I played this, well, I gotta say this is one peculiar map. a lot of maps got inspiration from one of the most memorable maps ever, which was BPRD's The Mucus Flow, but this one is perhaps the most inspired by it. the way things are laid out here makes it feel like an unofficial sequel to that level, ammo depots and weapons that require keys, continuously respawning enemies (that if you can find a certain secret, you'll crush all reinforcements completely), and the overall design.   this is a very rough level though, one that certainly shows in how difficult it is. the respawning enemies are in red zones, and this includes a turret embankment with a cyberdemon, another with a spider mastermind, and several other ones, many of them being imps. the idea of Disturbia apparently has you going through the level finding each individual key, then removing the next barrier and moving on, getting progressively harder until you finally "disturb the land", then you backtrack, fighting off big hordes of enemies until you go through this huge mouth, this is where the exit will soon loom, but there's several arch-viles along with a couple or so cybers to contend with before making the land calm again, with that final switch being the swan song for this map. it's quite a creative premise, too bad the level is insanely tough and tedious to pull through so I have to dock off for that.   also, I hate to say it, but this chaingun is ugly as sin and is too large for its sprite. yeah, liking the doubling of ammo and fire rate, but Valiant's super chaingun was much slicker than this. it also has a weird sound. having no SSG or shotgun (or even shotgun guys) was an interesting touch, but it doesn't really make the level better.
    • By seed · Posted
      "In Aeternum in triumpho tenebrarum... " (Forever in dark triumph)   Over the wad, what else? Aeternum has been finished, played through ZDoom 2.8.1 on UV difficulty. A rather short, 3-level wad.   So what's this... Aeternum is a short wad with skill-based gameplay, heavily inspired by the classic Alien Vendetta. It comes with new textures and energizing, action-oriented music. The first 2 maps appear to take place on Earth, while the final one exclusively in Hell.   The difficulty is not high, and it would be somewhere around the end of the first half of AV, with tricky traps but nothing too intense, therefore it's pretty accessible. It's also short, being easy to beat in one sitting as it takes little over an hour or so, depending on your speed. The second map however is the longest, being noticeably lengthier than the other 2, but it doesn't necessarily drag on as it gets better as you progress, and more fun. Although the first half of the map might be a bit underwhelming. Everything culminates with a short but more intense final level with slight slaughter tendencies, and an IoS awaits at the end.   There isn't much else to add, and it isn't as impressive as skillsaw's other works such as Valiant, Ancient Aliens, Vanguard, or Lunatic. His style is unmistakable but here it doesn't do a whole lot to catch anyone's attention. Thus, Aeternum can be seen as a sign of things to come, primarily due to its gameplay which would further evolve in the author's subsequent releases, in addition to his maps becoming much more impressive visually. It's a fun little wad to try out when you want to play a Doom map or two.