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About This File

Deathmatch maps for two- and multiplayer games.

- The XeNoS Series files follow certain naming conventions: the files without an 'x' between 'xenos' and a number, as in 'xenos#.wad', will consist of a single level replacing map #. If you see an 'x', as in 'xenosx#.wad', then the file is a compilation of the first # maps. For example: xenos2.wad - map 2 xenosx9.wad - maps 1 through 9.

NOTE!!!!! Maps 1 through 5 have all been significantly altered after the feedback from players around the world, so they are NOT LMP-compatible with xenosx4.zip or xenosx5.zip. Please delete the older files in favor of xenosx9.zip unless you are for some reason prefer the older versions of the maps.

Playing tips: Maps 5 through 7 are best for 3- to 4-player games

- Map 1: you now have two exits from the chaingun compartment respawn. The window behind you can be opened.

- Map 4: you can shut off the BFG, and you can reopen it right back. :)

- Map 5: you can turn the lights on and off in the building with grated windows.

- Map 6: listen to the sounds! There are distinct giveaways almost for every possible location of your opponent. Of course, in multiplayer you will be way too busy. :)

- Map 7: beware of the invulnerability artifact!

- Map 8: you can get the plasma rifle by jumping from the ledge.

- Map 9: nothing mysterious there. You get the plasma weapons after teleporting onto the corresponding platforms.

For 2-player modem games, I highly recommend using blueguy.wad (ftp.cdrom.com), which somewhat reduces the notorious Indigo advantage.

If you find bugs: There are no known bugs in the maps, so please let me know if you find one.

The game made by: id Software, the visionary company... For the last two years my life has never been the same because of them. Guys at id, I hold a grudge... please make a Doom3 with the Quake engine! It is SO not like you to be missing out on such an opportunity. Hire me, I'll help. :)

Additional Thanx: To Thomas Zajic, who kept bugging me until I fixed the exit door misaligned texture in map 4... (Thomas, you're in! :) To all good people who have been giving me feedback and suggestions. Also to all the cool folks who will be kind enough to send me the LMPs of them fighting in my maps!

I strongly encourage you to e-mail me with any comments or suggestions for improvements you may have. Getting back to me is the only way of letting me know that somebody likes (or doesn't like) playing my maps, so don't be shy.

Happy DOOMing!

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  • File Reviews

    • By Marlamir · Posted
      Pretty good. The combat was fun and design wasn't bad at all.
    • By Meril · Posted
      Despite its age, nice details and well designed. Way how blue key is hidden is really clever. But map is dark and cramped. Enemies are only imps and hitscanners.
    • By Dovahxul · Posted
      the more I play the more I get more sad that this map pack is going to end soon its really great :)
    • By Meril · Posted
      Pretty good map in E1 base style (except Doom2 monsters) Nice design but there some texture alignment issues.
    • By Nems · Posted
      Despite the browns and grays that are prominent in this megaWAD, I found it to be fun. I also found it to be quite the challenge. The first map gives you a taste of what to expect in terms of enemy encounters. The author makes good use of mid-tier enemies to apply pressure on the player. Monster count for most of the maps barely breaks the 150 mark but, as said before, the use of mostly mid-tier enemies puts pressure on the player. I also like how the megaWAD handles level progression. Most of the levels you go through consist of caves, cities, islands, and tech bases in space. In fact, there's only one real Hell-like level and even it's within the confines of the moon base you fight through in maps 21 - 30.   About the only gripes I have with this megaWAD are with regards to maps 32, 29, and 30. I know the text file and map 31 give warnings about map 32 but there really should be some kind of alternate exit in map 32 instead of trapping you in place if you don't pass one of the puzzles. I wasn't a fan of how close quarters the IoS fight was in map 29, especially since it can get cramped quickly with monster spawns. Finally, the randomization of what keys spawn during your escape in map 30 isn't fun either. 10 minutes seems like plenty of time but between navigating the vent system (again) without light goggles and dealing with mid-tier enemies, that 10 minutes can get eaten up really quick.   Overall, it's still a fun megaWAD. I'd recommend at least giving it a shot.