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About This File

DeathMatch level for DOOM II, designed for DEATHMATCH 2.0 rules. Conversion from original DOOM I level - LEDGY__I.WAD

This wad is a follow up to my Ledge level. I hope you're a good jumper because I've provided a lot of unique leaps that you will need to make if you're going to get your hands on some decent weapons.

Special signals have been incorporated into the design of the level to increase the Frag rate on 2 player DM, without sacrificing 3/4 player DM enjoyment.

The level is divided up into 3 main areas - red, green and blue. The red and green areas contain rocket launches and the blue area contains the plasma gun. These three areas are connected via a central room which contains the BFG.

Here's how the signals work: Within each area/room are dark windows. This is where the signals will appear in the form of flamming torches of the appropriate colour.

For Example: If someone in the red area goes for the rocket launcher or some big ammo, then red torches will appear in various windows thru-out the level. Likewise a similar indication will be shown for activity in the blue and green areas.

Special bright flashing white lights indicate that someone is going for the BFG. People in the blue area are given the benefit of an early indication of this, and so are given an opportunity to stop their enemy (if they're fast enough :)

I advise you to have a look around in single player mode before playing DM, and practice getting the weapons (and the 200% armour).

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  • File Reviews

    • By Roofi · Posted
      300 minutes of VR is a compilation of 33 average but playable speedmaps. The maps are not really memorable but give an enjoyable classic Doom experience because of the limitations. Some maps offer more innovative ideas and are consequently more unique in the set. It was mainly designed by people outside of doomworld so I think they had never touched Doombuilder before. Otherwise , some more experienced mappers contributed in (A2rob , amok , Breezeep...)  The levels were  decent and pretty well balanced.   Here is my personnal top 5 maps :   1)Map 17 : Toomb by @HexenMapper   I really liked this map for its ambiance and it more developped adventurous aspect than the others maps. The progression is quite obscure at first sight but you can easily find the fake walls.   2) Map 09 : Go Slowly by @amok   It's a quite impressive huge map made in 300 minutes. I sometimes found the map a bit messy but has a lot of interesting details and many paths. I particularly loved the notepad located on the crate. Exploring this map was fun.   3) Map 20 : Welcome to the park by @RjY   A very unique and fun little slaughtermap. I found the theme interesting with its cute trees.   4)Map 07 : Moonlit Harbor by @A2Rob   The first pretty intense level in the mapset and it's not a boring arena with fatso and spiders. The first six maps were rather boring. It also have many fine details too?   5) Map 15 : The Room out of shape by @Breezeep   That was brutal but fun. A functional layout focused on the use of large lifts , giving consequently an interesting and perilous progression. The architecture was pleasing to see too.   Honorable mentions   Map 19 Blood Feud by Permuband : A good and well detailed non-linear Circle of Death-like map.   Map 14 : Blue Sanctuary by  Hebridean Isle  : A cute little surrounded by water temple to explore. I liked the mix between water and vine textures , and also the little boat at the end.   Map 08 : Syndicate by @Rolo : A cool theme which reminds me a lot of the last level of Streets of Rage. I digged the cityscape in the background and the red carpet inside.   FDA demos : https://cdn.discordapp.com/attachments/341887866705674241/545975033558859776/Roofi_300minvr_demos.zip    
    • By whirledtsar · Posted
      Large and detailed industrial/tech facility. The detail is well-done and thankfully doesn't get in the way of gameplay at all. The difficulty is pretty low / moderate, with the tension rising & falling periodically, which is quite nice. The level design hinges upon a central hub that the player must return to every time they find a key, using it to open up new areas, all in a very interconnected fashion. I see one review claiming the map is focused on "puzzles", but I found the progression completely straight-forward, and there was an abundance of good action.
    • By InterdimensionalInterloper · Posted
      Its good at first it 𝘙𝘦𝘢𝘭𝘭𝘺 is! But you get carried away latter on and I get pissed off! Lol.
    • By seed · Posted
      "The infidels have returned... "   Is that a good thing or a bad thing? Probably a bit of both. Thus, Deus Vult II has been finished, played through PrBoom+ and GlBoom+ on HMP difficulty. It's back and better than ever, so let's see what we have here.   Deus Vult II is the sequel of the popular challenge megawad Deus Vult, focused primarily on gameplay and difficulty and is split into multiple episodes. It comes with new textures, music, background menu, intermission screen, sounds, status bar, weapons and enemies. The new enemies include the Cleric, a small knight capable of firing multiple Imp fireballs, is somewhat tough, and moves fast, and the other one is the Red Baron, which is a flying version of the vanilla Baron but with far deadlier attacks, capable of firing multiple Mancubus fireballs and Revenant rockets, also seen in Scythe 2. It also has increased health, acting as a mini boss on its own. The new weapons are Sauron's Gantlets, originally seen in Hexen, and the pistol is replaced with a dual wielding version.   In terms of level design, Deus Vult II marks a significant departure and improvement over the original. It is much more experimental and does a great deal of things, both in terms of locations and actual gameplay. The original relied mostly on techbases and Hell, whereas DVII explores a variety of places: Mars, different regions of Hell, mysterious dimensions, and space. Some Earth levels for instance have an Asian or an Egyptian setting. The Asian one, MAP03, appears to take inspiration from over-the-top kung fu/fighting movies in the design of its encounters and general aesthetic, taking place somewhere in a forest and fighting demons both in rings and small waves outside of them. As the name implies ("Crouching Demon, Hidden Arch-Vile"), the most interesting fight is the one in the dojo with the AV and the resulting assault, although it can be a bit tricky to locate it. There are 3 main teleport pads and although they can be seen clear as day on the automap, reaching them can prove to be a bit problematic due to being hidden behind trees. If you fall from the (mountain? Or whatever it is) you can either take the teleport down there to go back up, or actually climb on it as there are some very small stairs around. Whatever you do, make sure you don't play this level (at the very least) with a Software render, the performance seems to be very poor, stick to OpenGL instead. The Egyptian one on the other hand is rather similar to what can be seen in Epic 2, but more straightforward and doing some neat tricks with the portals. You also have to climb steps in order to reach it. In fact, climbing stairs to reach the main location seems to be a recurring theme in DVII: a mountain, a pyramid, a fortress/castle, but the pathway is fun as, obviously, it features gameplay. And speaking of portals, both sides usually teleport you to different locations. One side to advance, and the other side for secrets.    The levels are incredibly more modern and polished compared to the predecessor, this is obvious especially in the Hell maps that aren't just your average temple or cave, with high quality assets, complexity, and fun, same for the mysterious dimensions. Although one of them kinda bites more than it can chew. MAP21 has a bit of an obtuse progression as some switches, particularly those in the library area, are incredibly easy to miss. In fact, you can say the whole library portion of the map is one, big puzzle. Despite being cryptic, it's actually fun, and very creative. MAP21 also features some crazy traps, such as the one that leads to the blue skull where you need to step on pentagrams around a pillar to replenish your health due to being on a damaging floor, and monsters slowly teleport to your location. Mandatory damage? Yes, absolutely, but using the gantlets or the fist to destroy everyone proves to be satisfying. Similar to MAP03, only 2 keys are actually needed to finish the level. Then there's the space maps, which look very futuristic and are incredibly modern, kinda similar to Ancient Aliens. Although it can be easy to get lost on a few occasions, but having 2 of the main switches being in the same room and the other one around the corner helps. Additionally, the rooms containing the cards cannot be missed once located.   I haven't talked about the difficulty and balance. Overall, DVII has vastly superior balancing compared to the predecessor, with a more traditional difficulty curve, starting (somewhat) easy and increasing gradually over time. Moreover, the actual encounters, while getting more difficult as you progress, are fair at all times, no longer giving you enough resources while at the core, the fights themselves weren't well balanced. Obscenely difficult maps are also completely gone, MAP02 of the original being the worst offender here with the insane placement of the enemies, notably the AVs. Sure, it was perfectly doable, but without previous knowledge there's just no way you weren't going to die a lot and it would immediately become frustrating, turning into a real test of patience. It placed far too much emphasis on the challenge part while forgetting the fun element almost completely. "Torture Chamber"? Yes, very much so. To add insult to the injury, the Singleplayer version of the levels was also advertised as being exceptionally balanced, but that wasn't always the case. Difficult or not, DVII is fun from the first moment up until the very end.   Speaking of which, DVII features 2 different endings. Sort of. After escaping from the Red Barons on MAP22, then the slaughterfest on MAP23, the players find themselves in Heaven, where they are tasked with choosing their destiny. Going through the left gate ends the game, with a final intermission screen. This is most likely the canonical ending. Going through the right gate actually takes the player back to the original DV to play it all over again. It appears to be the single map version of DV.   All things considered, DVII is a dramatic evolution and improvement over the original, expanding and correcting its flaws. The sequel takes what DV got right and expands upon it, while bringing a great deal of new, refreshing ideas to the table. It completely eclipses the original. My favorite maps are going to be MAP01, MAP02, MAP03, MAP12, MAP19, MAP21, and MAP22. The only problems of DVII would be: 1) The fact that, although the maps go up to 29 (or 32, if counting the secret levels), only 12 of them or so are actual levels, the rest are skipped through some kind of countdown to the next one, and 2) The final levels in particular are full of easter eggs. They're almost everywhere, some even in the title ("You Shall Not Pass!"). Au contraire, I shall. Quite unnecessary, especially in such large quantities, probably the result of logic going south.   Looking for a fair, fun challenge? Look no further, DVII has this, and more. While there aren't a lot of maps in DVII, they can take a while to complete, so it's best to experience them when you have some spare time.