DOOM95

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About This File

DOOM95.EXE will work with any DOOM or DOOM2 main wadfile.

With DOOM95, you no longer need to keep your main wads in seperate directories. Copy all main wad files (DOOM.WAD, DOOM2.WAD, PLUTONIA.WAD, TNT.WAD, etc) to the DOOM95 directory and launch DOOM95. To play, choose the appropriate wad file from the launcher and then start the game.


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  • File Reviews

    • By Nems · Posted
      This was not a fun experience for me.   I pretty much expect the Doomworld Megaprojects to be a mixed bag. While this one is no exception, what brings the score down to two stars instead of three is forcing pistol starts via a hub system. I tried to play by these rules until I hit map 19, where the bullshit became too much for me. I said "fuck it" and engaged IDGAF mode (read: I cheated) just to see what the rest of the maps were like. Many of these maps don't feel like they were balanced at all. Some of them I swear feel like they belong in a Slaughterfest project (nothing against slaughtermaps; I like them but to see this many in a Megaproject just seems off). A couple don't seem to work right at all. One (the last map) crashed my GZDoom executable.   Forcing players to play a certain way (i.e. forcing pistol starts) isn't going to make a lot of players enjoy the experience. Some players (like myself) will get tired of it, say "fuck it", and either cheat through the experience or go even farther and just edit out the crap we don't like in SLADE/Doom Builder so it will play the way we want to play it.   I don't know why an episodic system was used (i.e. an episode based on vanilla only maps, an episode based on limit removing only maps, etc.) instead of forcing pistol starts. That would have been a much better compromise, in my opinion.   It's a damn shame because there are some good maps in here that I think should have been released on their own. However, I have to rate this project as a whole package and as a whole package it was a miserable experience from start to finish. There was too much bullshit that overshadowed the few maps that were fun to play.
    • By trrobin · Posted
      Technically speaking - this is a work of art; however the gameplay is not as good as it could have been. Still it is quite surprising and interesting particularly with the cyber confrontation, but it's over so soon! An intriguing idea that should be expanded.
    • By trrobin · Posted
      Fantastic wad with some really impressive architecture that just keeps getting better with each level. Very challenging gameplay too, even on HMP! Recommended.
    • By Meril · Posted
      Incredible! Must play! Almost every texure, sprite and flat were replaced. Maps are really nice designed and detailed (for 1995). Ambient sound, sometimes phrases from the movie (i think, I've seen Alien long ago) Few types of aliens, great atmosphere, scarce ammo muliplies sense of threat.  what else to say? But there some bugs (sadly not only facehuggers, which doesn't hug)... I don't know if bugs come out from GZDoom, or I messed up but: Aliens which throw acid still has sound of imp, some railings are messed up and fly near the ceiling. Saddly there's no exit from final level (E2M8), because author used Alien which is Mastermind replacement, not cyberdemon. Secret level is SO BAD... It is punishment for nosiness. Map is large undetailed maze with ugly texturing. Moreover this is triggerhunt, you have to find a line which opens more of maze. Better don't find this shit. Overall, except secret level this is really great adventure, but not without a flaws. 4.5/5*
    • By Summer Deep · Posted
      Quite a decent and apparently well regarded early Doom map. Almost 300 enemies on UV, but not too difficult by today's standards. Visually okay, though a bit spartan with plenty of plain white walls etc. There's also a Doom 2 conversion of this (Redrum2.wad) which can be found on some of those 94/95 CD compilations, but it's somewhat disappointing - no revenants, mancubuses or archviles, even on UV difficulty.