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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 Doge Sword · Posted
      this is a mockery of two of the best wads of all time.  on top of that gameplay sucks.  don't get it for your sake.
    • By leodoom85 · Posted
      Another solid mapset that captures the PSX version feel perfectly. Maps comes in all flavors, from techbases and urban areas to the menacing void and, of course, HELL and also has some unexpected secrets which you might play it to see. Of course, I absolutely love the PSX version of Doom and this one is no exception. Gameplay speaking, it's pretty balanced and thought out nicely...with ambushes, good monster placement and really nasty traps which you must avoid it at all costs. One thing that will help you a lot is the addition of a new weapon...seriously, that thing is powerful...check it out and try. Maps have a nice look that helps you to be inmersed in the atmosphere and coupled with the music, it's much better.   Great recommendation, give it a try and you'll have a fun time.
    • By leodoom85 · Posted
      Since I tested the map, I can say that playing it again it still surprises me the amount of effort and detail of the gameplay used, like a lot of portals, clever effects like the one used before you pick up the yellow key saying nope and many nice references including a special secret. Gameplay itself for combat is pretty straightforward with some nasty stuff for you in the Nightmare difficulty. Try that out by all means. Really solid stuff which I totally recommend you folks and play it.
    • By elend · Posted
      When first reading this wad's description I thought this will be a 1994 style map, where someone just tried to recreate his office building to shoot up his colleages. Boy, was I wrong!   Going Down emerged as one of my favourite megawads so far, with its very clever use of small to medium map space and interesting gameplay mechanics in every single map. The first couple of maps start innocent enough, but soon you will find yourself navigating literal crawl spaces, thinking about use of space and / or slight puzzle mechanics just before being thrown into hell itself and fighting for your life. Going Down is designed as a literal descent into hell, which was the most beautifully realized aspect of it. How every map slightly changes into a more and more hellish theme is just great, great design work. Even though the later maps delve into slaughter territory I must admit that I still quite enjoyed it. Actually this was the first time I enjoyed being slaugthered and figuring out how to approach the map.   Going Down is simply an amazing piece of work, oozing quality from start to finish and rewarding the player with incredible elevator music inbetween. A must play.