Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
  • NOTE: There is a known issue with the most recent entries having screwed-up information and links. Some databases are out of sync and we haven't been able to fix it yet.

Night Sky

   (10 reviews)
Sign in to follow this  


2 Screenshots

About This File

A new 360ø nighttime sky that ROCKS for all of id Software's games and for Team Eternal's "Eternal Doom III". I figured that most "id-holics" have most, if not all of id Software's games, so I packaged them all in one ZIP file rather than separately , and included as a bonus, one for Team Eternal's "Eternal Doom III".

User Feedback

Create an account or sign in to leave a review

You need to be a member in order to leave a review

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now




This is not a night sky, it's a space sky, with highly visible galaxies. It won't make sense on Earth because you can't see galaxies with the naked eye, but shall work in space and on any astronomical bodies without or with thin atmosphere.


Also there's a problem with the permission sections in the text files. The outer text file, published with the archive, says:


Authors MAY use the sky textures with *NO* modifications to the graphics
(including the "SKYx" sections of the "TEXTUREx"/"PNAMES" and the "MAPINFO" (in
Hexen) resources) to build additional levels with, but *CREDIT ME* for the sky
textures in your WAD's text file.

which gives you limited permission to use the sky in your maps, but still not permissive enough to let you adapt the graphics to any modern rendering.


However, the internal (from the archive) text file says:


Authors MAY NOT use this texture pack (NITESKY.ZIP) or any of it's included
files or resources (including the "SKYx" sections of the "TEXTUREx"/"PNAMES",
the "MAPINFO" in the Hexen resources, or the original "Space2.gif" night sky
image) to build additional levels without prior written permission.

which, while suspicious of lack of attention on writer's part, on this current state it means that you just can't use these graphics in your mods. You can try to contact the author to get a permission, so there's that chance.


So which one is it? Because without further clarification, "yes AND no = no".

Share this review

Link to review


It's a sky texture replacement wad, it has several files for each iwad and pwad like Eternal Doom. It's a bit dated these days, but for true old-school feel it should be enough. If you feel tired of default sky textures in your iwad playthrough, load this and enjoy different view and feel. 

Share this review

Link to review


This would go well with some of the Master Levels which have their own simpler starry skies.

Share this review

Link to review
Loud Silence


Right sky for DooM.

Share this review

Link to review


Excellent Addon!

Share this review

Link to review


Fucking awesome, dude!

Share this review

Link to review



Share this review

Link to review
  • File Reviews

    • By Walter confetti · Posted
      A pretty fun map with a pretty well done texturing and theme usage, maybe the layout is too symmetric for modern standards? Overall, a very enjoyable experience.
    • By Walter confetti · Posted
      A map based upon a previously reviewed map "Hexen Morgue" with better layout and thing placement overall, but doesn't have the trident in the original map, kind of disappointing since i wanted to see that, it was the only nice part of the original map. There's two missing floor textures, missing textures for the surprise crushers and a player spawn in the ending room whit no exit? WTF? Overall, a nice change from the original.
    • By baja blast rd. · Posted
      Proxima Centauri's hot start throws you headlong into what is quite enjoyable combat for the time, a small sandboxy city brawl with imps and pinkies and hell knights and revenants after you, mancubi around corners, pain elementals to take out, and lots of roaming and sniping zombies of every type. That is the highlight, and it's all graced with cheesy sound replacements and James Bond music. The '90s.    It's plain-looking by today's standards but has character, and there's a nifty hyper-dithered nebula sky replacement, although fans of Downtown (lol) won't get their verticality fix. The progression is charmingly incoherent. Lots of random illogical random teleports from one area to another, a lot of what feel like secrets but are actually unmarked … wait you use that key where again?    The major fault is that the puzzly exploration parts are very divorced from the action. It's easy to kill 95% of the monsters before making much actual progress, since most of them are roaming about and demand your attention. Then you  end up with five minutes of teasing out what to do and where to go to exit, in silence, knowing you won't even get to use the extra "fake secret" resources you can find on much.
    • By baja blast rd. · Posted
      This is a riff on Computer Station that starts off unassuming, like a nondescript DTWID map with its uniform STAR* texturing and sparse, lower-tier opposition. But after a short while, it starts revealing that there is more to it.    The long vantages across its open spaces and the scattered opposition and the warped, jagged wall geometry result in a vibe of eerie desolation, especially when you spot monsters far away from you like ants, flickering momentarily in front of windows. In Memfis fashion, there is a recurring tasteful use of "sector gizmos": building stairs and falling platforms, and light pads that you need to step on to momentarily illuminate dark computer mazes. The design can be even more spare than Doom's, but what gives it a strong sense of place is the way areas are regimented visually into regions, with a convincing design logic uniting everything. Upstairs in the "computer station" region, there is a lot of STARTAN and STARGR, but this is surrounded, pretty much enveloped by an outer nukage-filled ring of grimier brown and green walls, which creates a neat structural-spatial effect. Exploration is more like taking a circuitous path through alternating habitats rather than traveling room to room to room. One of the big ideas inflecting that exploration is the use of radsuits essentially as keys, necessary for extended swims through nukage you aren't sure when will end, which spices up the light combat around it. I was reminded of Shotgun Symphony's desolation, although without that wad's immense scale, and certainly without its explosive rocket play. Controlled System goes more for a vibe of horror and dreariness, and doesn't try to match even Computer Station's intensity and use of packed monster closets.    The MIDI was not my favorite aspect of this -- it's kind of a droning, dull track, even though I see what the choice was going for -- but this was a solid 12-minute experience overall.
    • By baja blast rd. · Posted
      When I saw an oldschoolexual posted about this, I had to give it a go.    UNDERSEA.WAD is one of those pwads from the initial wave of 1994 that has been remembered by modern players because of its core concept, which shows that creativity ages best of all. That concept is that you're in an underwater base of some type -- although since the interiors tend to all feel similar to one another, lots of gray walls, lots of tight hallways, it's hard to pin the setting down much further. Combat is light apart from some occasional multidirectional exposure to hitscanners. Chainsaw fans might enjoy using the choppers on all the pinkies, cacos, and imps that fill the hallways or are packed into monster closets. It was surprisingly fun rampaging down the bends of a 64-wide maze with it in hand, just mowing down sergeants. There are some occasional satisfying barrel situations too. The early scrolling SP_FACE cube was amusing. (That texture has also aged well.)   Overall it just wasn't my thing, though: too much clearing out harmless monsters in hallways, and unlike some other wads from the period, like The Waterfront from a year later, there was not much to the concept. The rocket launcher and plasma rifle are in unmarked secrets that even the computer area map doesn't reveal because the lines are hidden from the automap, secrets that aren't hinted at with a changing wall texture, so without those I skipped the handful of barons. If I vibed a bit better with the map, I might have distracted them and chainsawed them in the ass.