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Found 157 results

  1. Guest

    Phobos - Relive The Nightmare

    Version

    89 downloads

    This is a nine-level WAD file with new graphics, music, and sound FX. The levels are very detailed, and are designed to mimic the "style" of the original shareware Doom. I have always thought that the best official Doom levels were the shareware levels. Even though they were too easy, and didn't have the same weapons/monsters variety that Doom 2 does, they LOOKED better than any of the other levels. I think this is because Doom is much better at simulating man-made structures than it is at simulating the "hell" type levels. This is an attempt at bringing back the "classic", realistic look of the Doom 1 levels. The story is the same as Doom 1 - Knee Deep in the Dead. You must fight your way through the Phobos moon base to the anomaly that monsters are pouring through. Check out the additional notes at the end of this file for more level info.
  2. Ashurion Neonix

    Valiant

    Valiant is one of those rare megawads that gets the difficulty balance just right. It's able to create a challenging experience whilst not being difficult to the point of being unbeatable. Valiant features several custom monsters which all fit in well and compliment the already existing ones. There have also been some changes to the pistol and chaingun making them more balanced (the chaingun is no longer a direct upgrade from the pistol) as well as more satisfying to use. The sprite work, texturing and levels are all very pleasing to look at. Valiant is divided into five episodes each with their own distinct themes ensuring that the gameplay doesn't dry up. These episodes include: Techbase, Catacombs, Industrial, Helltech, and the moon Overall, I highly recommend valiant and I consider it to be one of those wads that everyone should try. Favorite maps: Almost all of them, but especially the ones in episodes 1 and 5
  3. Guest

    MyFirstUpload

    Version

    20 downloads

    Welcome to the moon, you know what to do
  4. Guest

    The Final Gathering

    Version

    65 downloads

    This is the DOOM 2 version of "The Gathering." The moon base water treatment and recycling center started reporting strange happenings deep in there sewer system a few weeks ago. Just days later a garbled transmission during the sounds of battle made it through to the UAC outpost on Deimos 4. "Nuke us.......it's the only.....have to... ....cant make this......sewers...cavern... from hell" was all that could be understood from the message. Not much to go on, but that's what you're used to. They don't give you any easy ones, and you don't get to ask to many questions. The UAC needs you to investigate and "rectify" any potential hazards on the water treatment facility. Good luck. Dang! what the heck was that? Just two tunnels and an underpass from the UAC water treatment plant. The driver never saw the creature waiting in the tunnel. In a flash it was over. Nothing could have survived that crash... you could be wrong ... you did. I guess your on foot now. Be careful, the truck that was escorting you was carrying emercency supplies for the plant personnel and some toxic waste. Watch it, that stuff is flammable. Rumor has it that the hellspawn are constructing a stronghold near the water plant. If you make it to level four, you'll have your work cut out for you. Level five is located in the depths of the earth below the enemy stronghold. This level was designed with deathmatches in mind. If you're going solo it should prove to be a very challenging game.
  5. Trupiak

    MyFirstUpload

    claustrophobic map, doesn't even feel like we're on the moon
  6. P41R47

    Sacrament

    From the get go, one just notice the impressive mood that this mapset offers. And solely for that this leaves a watermark of how mood maps can be made. Some of the maps here are probably masterpieces of atmosphere and mood. This large episode map has a really good start, first maps its pretty much an introductory map, and map02 is the famous Doxylamine Moon. I'm really proud of myself as i solved the map puzzle without any help, but it doesn't offer much after that. But its an impressive effort by Lainos. The subsequent maps continue to be really good and moody. And map11: Seaport seems to be the properly end of the wad... but no, there are three more maps in the set. Map12, aside for the impressive architecture, its really annoying as it abuses the darkness, making it pretty difficult to navigate. Map13 made the same mistake, but its a little more easier to navigate and it comes to be somewhat fun. Map14 its a no exit map intended as the end of the mapset. This set up makes me wonder if the Clan [B0S] intended map12 and map13 as just bonus maps. Don't know if there is answer to this (maybe @Wraith777 knows something). Returning to the review, the first six maps are glorious and i loved Doxylamine Moon for being soo different, and Lavatrazz a remake of TNT map07: Prison. The rest of the maps from ma07 to map11 are just big good maps. I didn't like much of map12 and map13 aside from the awe inspiring architecture they offer. And map14 is spooky and marvelous. Could be a really neat feature and not just and no exit end map. All in all, i liked this mapset, much more in the first part than the second part (even when map07 starts with Serial Experiment's Lain theme song, a soundtrack i love soo much). I would really like to see the story of Sacrament properly developed. Maybe someday...
  7. valkiriforce

    Phobos

    I was wowed by the amount of special effects on display for something as simple as vanilla Doom 2. Despite complains about the gameplay, I found myself enjoying it for the most part; it only felt a bit wonky to have the monsters teleporting in random locations which wasn't the most ideal setup for the amount of close quarters combat you'll be having in some tighter spaces. Someone could end up not having a good time with the monster placement getting randomized while it plays nicer for others. There's some dark caves and vent tunnels, and lots of wonderful little touches throughout like animated vent fans, a plane taking off, a computer running Doom II and other detail treasures. I would liken it to a Doom museum with a gameplay gimmick that may not fancy most Doomers out there, but I quite enjoyed my time exploring the world (or moon) of Phobos. I only wish it had more maps.
  8. baja blast rd.

    Pagan's Run

    Pagan's Run is a lengthy "Run From It"-style map. "It" isn't the silent curse of that infamous Scythe map, however, but rather lethal threats located in the map itself. Caged cyberdemons pump rockets into your butt, and pesky fodder loiters in your path, which once in a blue moon is flattened by a crusher or narrowed into a Chasm-like sliver. Most of the tests over the 2.5-minute trial are fundamentally similar, testing consistency through repetition, but they evolve and morph into different forms: At first you're shooing zombies with shotgun blasts, soon you're navigating barrel clusters with spiders trying to show you love, by the end you're cleaving through greeting mobs with plasma, cybies looking on. At best, I found Pagan's Run exciting and inventive, and I love movement test maps. But implementation flaws were too common -- potential linedef skips, floors with a fluky chance of not rising if blocked by a monster, and a late unguided drop seemingly designed for freelook. The latter hurts FDA value even on lower difficulties. On UV early, hitscan RNG was disproportionately impactful even with perfect shots. HNTR and HMP seem better.
  9. Dimon12321

    Man on the Moon

    Man on the Moon Despite the fact it's a single map, it may take up to 2 hours to complete it. Plenty of monsters, lots of routes to walk around, unpredictable traps, enough stuff to fight back. Basically, it's a common practice for a single-map WAD nowdays. MBF here is used for graphical enhancements only, but I like the overall architecture even without those light scrolling effects all over the place. The map's size is too big and sometimes it requires extra walking around to see what has changed after you've crossed this linedefs or that switch. Sometimes it's more reasonable to do some research in GZDoom Builder to figure out where you're supposed to go, rather than roam the map blindly. After finally beating the map, you're not likely to revisit the map again. It's for 1-time play, to be honest. Also, there is no intermission text. An arduous journey has been come, so why not to show an epilogue or a short outcome? That would be nice! Deserved 4 stars! It's a little bit vexing this wad didn't get any cacowards.
  10. baja blast rd.

    Lunatic

    since this came out, the moon look has been explored with more ornament and grandeur to it. (examples are Valiant by the same author and the single level Man on the Moon by Yugiboy85.) it's easy to write off Lunatic as slightly dated, with its sparkly clean CC4-tex look feeling like a design relic of the time. imo that would be a mistake. Lunatic has a great trick that the secret mysterious Doominati wants to charge you recurring payments of $19.99 for. throughout, there are a lot of cool, memorable "events" that I'd describe as cinematic. they are kind of like cutscenes, telling a ministory through motion and change, without of course stealing the controls away. their periodic appearances give Lunatic the vibe of a lived-in movie -- which, as an incidental bonus, meshes super snugly with the "action caper" pitch of the combat. "The Final Countdown" is basically a cinematic event from start to finish, along with being arguably the most iconic arena map ever and a preciously rare musical gimmick/pun map. I think it's telling that Valiant's "Rocket Zone 2" would have been highly recognizable as a remake of Lunatic's "Rocket Zone" even if it had a completely different theme and gave the architecture a substantial overhaul. the sense of identity transcends the things that most commonly produce identity. combine that with essentially the perfect musical fit -- the cheesy, synthy jams of '90s arcade games and of course...that other one -- and a great skybox and props. Lunatic's combat is defined by its unification of "challenge" and "fun" (not the way I classify things, but I've seen it often and it works here, so I'm rolling with it). basically, the parts where you plow down lots of fodder with powerful weapons -- in a way that might read as comic relief -- are also arranged to be the most dangerous fights, instead of serving as pure low-stress interludes. that danger comes from a wider range of powerful attacks (no surprise that both new monsters are zombies with hard-hitting non-hitscan attacks) and from the constant worry of the weakling mobs infiltrating your space. the result is a sort of hedging against either part not translating to a given player: if a fight is too easy to be exciting purely based on its threat-resolution arc or if it's frustratingly hard (not that the latter is likely in Lunatic), it can still redeem itself with raw components that are inherently satisfying. skillsaw is also dogmatic about placing the needed parts of your progression goals in convenient sight -- a key might be hoisted on an unreachable platform, reached from somewhere else, with the matching key door adjoined in the same room. that both makes it hard to get lost and gives the action an undercurrent of psychological momentum. it is a pageturner in Doom format, in a way. having a clear picture of what's next encourages you to see it through, to tie the loose ends you've been handed. nothing's wrong with intentionally cryptic maps that refuse easy progress, but provided one wants super smooth flow, wads like Lunatic make a great study for avoiding the occasional hitches that often surface in maps that are 95% of the way there. 9/10 or so. improved on (nominally) but still indispensable. /still not a reviewer. I don't do it often enough to count!
  11. P41R47

    Fragport

    I have a real blast while playing this megawad. Think that Quake is not brown enough? You will get the ultimate browness here. I think that, beside the simplistic ugliness of it, it gives a good cohesive look to all the maps. And this one are really big and fun to explore. The ideas of cities, fortresses, islands, canyons and caves, and finaly tech base on moon, are really neat and some looks really good. The story of the wad is pretty good, too. I love the liberties that the author takes while doing this mapset. As i played a lot and i found this kind of ideas in a few wads along the way. What i didn't like it much, is that there wasn't other skies than the episode one sky from Doom 2. Again, i think it is that way for a cohesive storytelling, but anyway, it would be cool to feel the sense of time in the maps with different skies and shadows deploying in differents ways along the maps. This could be the Eternal Doom of doom stock textures, but the linearity of the maps, aside from the somewhat empty but interesting areas to explore, departs slighty from the formula, and there are not soo much details as one might expect from a mapset like this. Don't get fooled by that, even with the somewhat Heretic-like linearity, the maps are fun, gorgeous in its brownway and pretty challenging. I recommend this megawad to anyone that likes to explore and have a challenge in the vein of the best of team TNT mapsets.
  12. Philnemba

    ECHELON

    Single handily created from the mind of legendary 90s mapper Cranium, Echelon is a megawad that is essentially a retelling of Doom 2 from small tech base/moon maps to small/medium size city maps to neat medium size hellish landscapes. While there are a few dull maps early in the megawad along with a disappointing map 30, I would honestly say most of these maps are fun & worth playing through...especially map 29 which is my favorite :) -Philnemba 4/5
  13. Guest

    No Demon Left Alive

    Version

    20 downloads

    Once again, I intended to release this as a Halloween special, but I find election days to be *MUCH* scarier (especially this one)... The idea for the No Demon Left Alive was conceived back in 2008, and was supposed to have been delivered early 2009, but unfortunately, I'm a chronic procrastinator. It was revived when one day, when, for kicks and giggles I turned on the TV to check out the political scene, and it became clear as day that we're DOOMED. So in light of our bleak situation, I'm releasing this wad... Enjoy! Story: ------ After cleaning out the moon base, you make an attempt for the teleporter and expect to be on your way to safety. Unfortunately, you were overwhelmed by hell spawns. Damn near death, you discover a few of your marine buddies that had survived the initial invasion. With more marines at your disposal, you all go off to a vessel that was recently repaired, in hopes of making it off the moon base in one piece. In mid-flight, the vessel goes haywire, and the captain attempts an emergency landing on a nearby celestial body. As the vessel hits, it disintegrates and many of you are killed. You sustain a minor concussion, lucky you... As you recover, you gaze into the distance. It looks like you've inadvertently discovered the lost moon base, which now hosts a lost colony of demons With almost no ammo, an apparently no way off the moon base, you wonder: can thing get any worse?? Well, they know you're here...
  14. Guest

    WET WORK

    Version

    17 downloads

    WET WORK: We've lost contact with a small science outpost located on the moon delta 9. UAC long range scan indicates an enemy presence, the hell spawn have redecorated and HQ doesn't like the color scheme. No one really likes you much, so we've decided to send you in alone, poorly armed, with no fire- support what so ever. If you survive we'll swing by and pick you up sooner or later, otherwise we'll be drinking beer and pissing on your grave. Good Luck!!!
  15. Spectre01

    Lunatic

    Pretty good tbh but the Valiant moon episode was better in every way.
  16. Guest

    Ultimate Doom 2

    Version

    240 downloads

    You're one tough marine. You know it, and everyone that knows you knows it. Once stationed on Mars, you fought alone through the bloody cooridors of UACs science facilities and then into hell itself...just to stop an alien invasion. Next you witnessed your home planet, Earth, be overrun by the demons you fought so bravely to destroy. They wrecked havoc, they took countless lives, and they really stank up the place. The remaining citizens of Earth took to the escape ships and got off the planet while you kept the demons busy. When all hope was thought to be lost, you found a way into the demon's lair, pushed them back, and killed the source of their invasion. What then? Secretly, the UAC decides to move it's operation to Io, one of the moon's of Jupiter, thinking that this time they can successfully make teleportation technology work. Demon's come out of the gateway, but the UAC is ready and blasts them into oblivion. With UAC's eyes on the gateways they're experimenting with, the demon's come from behind in a spaceship teleported from their world and all inhabitants of the Jupiter moon are killed. Who was sent in to clean up the mess? Of course you remember, it was you. Finally the Global Government had learned it's lesson. With UAC under new management, they now focused their technology on the Plutonia Experiment, creating a Quantum Accelerator which was used to close gates instead of open them. Just in time too, because an ancient demon had learned how to open its own gates on Earth at will. The Quantum Accelerator seemed to work at first, but when there were just too many gates to close, it failed and the demons overran once more. Before the demons could use the new technology of the Quantum Accelerator for their own purposes, you headed into the research facility that held it and put a stop to their schemes. It seemed that this was finally the end of them. Three years have passed since then. The remaining citizens of Earth have regrouped into one remaining city and have started to rebuild. You've been put on the city defenses and things seem to be going well...until one day. A startling explosion of sound and violence errupt from outside and your worst fears are proven true. Hordes of zombies and demons are roaming the streets and the familiar stench of death is in the air. How did this happen? Where did they come from this time? Looking in the distance, the city you were helping to rebuild is gone. It not that it's been destroyed, it just isn't there anymore. You recognize some of the buildings that stand before you, but the rest...? Come to think of it, you recognize them too. A pit forms in your stomach as you realize the only time you've seen them were when you waded through hell itself. How could both be in the same place? It's as if Earth and hell are fighting to share the same space. Too far from the supply depo to arm up, you pick up your pistol and head outside...
  17. Guest

    Moonsong

    Version

    23 downloads

    Practice map to get the hang of layouts. It's kind of on the easier side of things. Dropped into a darkened and cold science lab. The moon has grown huge, and strange monsters infest the base. There's no sign of anyone else, so its up to you to survive and escape.
  18. Guest

    Fearless

    Version

    25 downloads

    As you stumble through the rocky landscape of the Deimos moon you come across a dead body, something you've become quite used to, clutching a burnt and shredded piece of paper. You pry the sheet from his fingers and read it. You can only make out a little, but its more than enough. The paper describes a device that is used as one of the main warp generators that is bringing in all of this nastiness. This poor soul went to destroy it, but he failed. Well we can't have that now, can we? The paper gives vague directions to a rear entrance that would provide less resistance, and a map of the complex, but unfortunately the map part is especially burnt and shredded. Oh well! You're on your way. You know it may be your last fight, but you've known for a while that there was no escaping this place. You're already dead. You have no fear.
  19. Book Lord

    Fragport

    Stephen Clark, a.k.a. @The Ultimate DooMer, is one of the key figures of the Doom community in the early 21st century, an author that is best known for his important ZDoom contributions and for amazing creations in the worlds of Heretic and Hexen. I had no chance to examine his extensive body of work, but his Boom-compatible entries in the Community Chest series allowed me to experience his technical competence and design habits. When the DWMC chose his first vanilla megaWAD for March 2023, I approached it with a mix of curiosity and concern. Fragport was Clark’s debut on idgames, and it was no humble beginning. Not only it was a full 32-map replacement, but it also included custom sounds, additional textures of practical purpose (most notably the revolutionary ALPHABET used to write signs and marks in maps) and sector tricks that must have been innovative for their time. Another exclusive feature was the seamless progression between levels: the starting zone of the next map was always seen before hitting the exit line or switch, and in the same fashion the player could turn around from the start and get a glimpse on previously traversed areas. Surely it was an expedient to break maps that were too large for the vanilla engine, but it also improved immersion and storytelling. The player impersonates the top marine Jody Russell, sent to the remote city of Fragport to investigate after communications with the local military bunker suddenly ceased. His ‘call sign is 'Kill Crazy' because (he) kill(s) like crazy and love(s) every minute of it’, so he was the best choice for a dangerous mission into the unknown. The protagonist is shot down by demonic alien invaders, is captured and moved to a desert prison, presumably for execution. He escapes instead and begins a long trek through the brown stone mines and wastelands surrounding Durncrag town. He leaves with a motorboat and manages to sink an ironclad ship carrying monster reinforcements. After a detour on a remote island, Jody crashes his second boat on barren shores and slowly approaches the military installation, disarming the demon-operated defence system and then navigating the sewers into Fragport. Fighting from district to district, he discovers that the invasion started on an artificial moon hosting a tech city, which he promptly reaches by boarding on a spaceship. He resists the assaults of the hellspawn and their vicious traps, until he finds the reactor core and blows it up. He barely escapes the moon and returns to Earth to be celebrated as a hero. I could not omit a plot summary when presenting Fragport, since the unfolding story and the adventures of Kill Crazy were a prominent feature. A lot of effort has been put in creating a plausible journey, building varied places to explore, and providing realistic connections between them. I admire The Ultimate Doomer for the method, the rigor, and the creativity he put in his Doom efforts: the progression in his maps tends to be a little obscure, but ultimately it becomes clear thanks to the visual hints, achieved by writings and colour codes. Nevertheless, Fragport could not cancel my bias against his lack of restraint. Sometimes he could not realise that too much was too much, and that a stale part of a level could act like a ball and chain. The megaWAD had a few exciting combat moments and an outstanding construction for 2001, but for the most part its gameplay was grindy and repetitive. Despite a brown palette dominating 20 consecutive maps, there was enough variety in the environments and nice Doomcute props to make the exploration interesting, but when I reached MAP13 I was sick and tired of searching for three keys in every level. The mechanic stayed firmly in place until the end, with coloured switches being added to string out the progression even more. Maps tended to last 18 minutes on average for less than 10 hours of total completion time, placing Fragport in the vanilla age that preceded the sprawling limit-removing creations of the following years. I played continuous on Ultra-Violence, with savegames mid-level (not during encounters to cheat the RNG or to facilitate anything), and I spared myself the ammo deprivation issues reported by pistol starting DWMC members. Still, I found myself nearly out of ammo at the end of MAP24, and levels like MAP30 did not accommodate for a wasteful behaviour. Besides a resource distribution favouring continuous play, the difficulty seemed rather flat throughout the megaWAD, with only a few harsh monster deployments taking place in the third episode. I felt more challenged by the exploration and the occasional puzzles, especially on MAP29-30 and during the unconventional trial that was MAP32. The author invested all his skill in the super-secret level, based upon a British gameshow and reproducing both its challenges and settings with the Doom engine. It must be noted that Stephen remade this map for GZDoom in 2016, inspired by “The Crystal Maze” new live attraction in London, and that it counts as his last submission to idgames. This meticulous undertaking perfectly represents The Ultimate Doomer as a mapper, showing his pros and cons, and it aptly stands as the current alpha and omega of his successful career. If the secret levels were worth seeing, and their uncovering process on MAP15 was one of the nicest moments in Fragport, the standard secret compartments seemed casually placed. The statement ‘for those of you who like secrets, there are at least 3 in each level’ confirms they have been added just for completeness, and it surprised me that some were nearly mandatory in the later maps. The original megaWAD used stock music, but I chose to play it with FragportMidiPack_v1.0, released for the 20th anniversary. The compilation included popular songs, mostly rock and heavy metal music that predates Fragport’s release, with only a few tracks being an exception. I do not mind the soundtrack very much, except when it feels created exactly for the maps, but I generally enjoyed @P41R47’s choices. They usually matched the pacing of the map or had a thematic connection with the environment that got a smile out of me. Fragport was a bold experiment in 2001, an attempt at bringing Doom on the same level of more advanced games like Quake 2 and Half-Life. Stephen Clark compensated for the engine shortcomings with his own creative solutions, bringing a huge one-man project to completion where most people would have given up. A 32-map megaWAD is an exhausting effort for a single author though, as confirmed by the lack of fresh ideas in some parts of the second and third episode. In retrospect, the boxy level design, the monotone texturing of large areas, the repetitive mechanics, and the copy-pasted encounters caused the experience to become less and less engaging as Jody Russell progressed towards his objective. This should not discourage vanilla enthusiasts from giving Fragport a try, since there are small wonders to be seen in addition to the highlights listed below. A super-solid first submission from a staple of the Doom community, after more than 20 years it shows its age and limits but also the power of method and resolve, two qualities that The Ultimate Doomer possesses aplenty. Best maps: MAP 11 – Military Bunker MAP 13 – Pipe Factory MAP 15 – Freight Depot MAP 23 – Monad Other standout maps: MAP 01 – Desert Prison MAP 19 – Dockside MAP 22 – Tech City MAP 28 – Sub-Level 05 Special mentions map: MAP 32 – The Crystal Maze Detailed commentary of each map can be found in the March 2023 DWMC thread.
  20. Nems

    Fragport

    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.
  21. Guest

    Jupiter Carnage 3!

    Version

    28 downloads

    -- achtung! the map replaces E4M3! -- Doomguy busted the Hell armada's ass again, right? Didn't he? Oh hell yes he did! But, as he was busting its ass, the nefarious hellspawn decided to take over a base on the Moon, owned by Our Hero's friend from high school. To make things worse, the base was working on research of an experimental acid, made for military purposes, so now there should be nukage all over the place. Hooray. The Doomguy says, exiting Hell to his clear and sterile Jupiter station: "Friends will be friends 'till the end". And so, carrying only his trusty pistol, Doomguy hops on a ship, entering "MOON" to its GPS. Mission: DEMONstr8 the powers of friendship to the ugly demons, get to your friend's secret bunker. Are you man enough? Yep, we've gone faaaaar from Jupiter, but no one cares. If you want a plot, go to a library dammit! --------------------------------- Now, about the map itself: It is kinda inspired by Vrack 1 and 2. Much more simple in design, though. The map is quite tough, but with very few slaughter moments. The "hordes" are 25 Imps tops. Actually... Also, there is a "sewers" section, inspired by the bonus level of1 XBox Doom (E1M10: Sewers). For the folks who care -- 12750 sidedefs. A walkthrough demo is provided in the WAD, so don't complain about getting lost. -------------------------------- Oh, and if you actually play thru this, just leave a comment wherever you got it, it'll really mean me a lot :] Please? Or, if you're some sort of WAD reviewer... well you know what to do. Thanks!
  22. Guest

    GATES.WAD

    Version

    49 downloads

    You were sitting down, in your home, just recovering from the battle you had with the Spider Mastermind at the end of Doom I. Suddenly, the lights in your room starting flashing. The TV screen was covered with static noise, and you could hear electricity sparking all over you. There was a green flash, and you appeared back on the moon. You stand there amazed, thinking that you had destroyed everything on your last visit. You'd heard tales of this place from your friends that lay before you, dead. If only you believed what they said, then perhaps you could have saved them. Too late now, but don't leave all this for someone else to clean up, you must do it NOW.
  23. PsychEyeball

    Valiant

    One of the best all-around WADs, Valiant has a little of everything for everyone. While not as aesthetically accomplished as Ancient Aliens, Valiant is still a pretty WAD to look at, with every episode revolving around certain themes and some individual maps striking a great level of detail and scale (MAP 6, Engineering Disaster, is one of the best city levels ever devised). Gameplay also has its own unique flavor thanks to the Dehacked wizardry going through. On the arsenal side of things, you have a pistol that shoots much faster and... the super chaingun, which is one of the most satisfying weapons ever made. It fires twice as fast than the regular chaingun and is the perfect room clearer to mow down hitscanner hordes, imps, demons and even solitary strong baddies since it stunlocks monsters so effortlessly (archviles can still zap you through a super chaingun barrage so use at your own risk). You even get a bigger bullet ammo capacity to encourage you to use it leisurely. To compensate for these new toys, the monster roster also get new additions and overhauls of their own, like the super imps which fires faster projectiles at a faster pace or the super demon, which bites much faster and discourages berserkers or chainsaw wielders (personally not a fan of him). There also are new enemies like the floating arachnorb, the fearsome pyro knight or the super mancubus, whose volleys of fireballs are so much harder to dodge and commands your immediate attention. There are other new monsters to discover, but half the fun is finding them out. The gameplay of Valiant is its true star, as skillsaw is the master of tuning the perfect battles. They never outlast their welcome, never grind you down spitefully while never being pushovers. Many fights like to start things out by driving you in a panic with either the well placed archvile or monster hordes that will catch you off guard, but careful play can very quickly defuse the situation and make the encounter manageable. Special mention goes to MAP 15 to illustrate this point: the hitscanner ambush coupled with this one particular unique monster makes this one of the most memorable fights in the set. Monster count tend to be on the high side, but gameplay never devolves in slaughter, with a possible exception in MAP 31, which also deserves a mention for its wicked cyber aesthetic pulled straight from System Shock. Valiant's 5 episodes all have something to offer to the player. Episodes 1 and 3 shine with their takes on the tech base formula, Episode 2 takes the action outdoors and show skillsaw's ability to make nice nature settings, Episode 4 features a very orangey hell setting and Episode 5 closes out the WAD with a moon journey. Episode 1 sets the table nicely, introduces the first few Dehacked tricks of its repertoire and closes with MAP 7: The Mancubian Candidate, which is the most unique Dead Simple replacement ever devised. You are warned to not kill the mancubus, and for a good reason: a herd of archviles will burn you down to the ground should he die. Can you deal with the masses of enemies around you, avoid the mancubus and make sure other enemies do not kill him first? Episode 4 looks good and ominous, but to me it was the lesser episode of the pack. MAPS 22-23 are a little too similar design-wise, featuring a central hub and 3 paths that lead to the three keys you need to leave the level and MAP 24: None More Merciless, features the most tame fights of the whole WAD, putting more emphasis on its hell cathedral motif and visuals. While these are the low points of the WAD, these levels are only very good instead of being excellent. The Dehacked stuff might not be everyone's cup of tea, but only the new pinky replacement bothered me because it seems only there to make the chainsaw and Berserk lesser options in combat. If you really want a 100% traditional Doom WAD, you can always download the Vaccinated Edition, which removes all of the enemy and weapon mods, but I feel that these additions are what makes Valiant distinct and unique in the first place. Skillsaw has a good knack for making his changes to the Doom formula still feel like Doom and the combat is almost always electrifying without feeling overdone and labored. The great music by Stuart Rynn, Jimmy and others make the package even more complete. While I prefer Ancient Aliens as a whole, this comes really damn close to matching it in greatness.
  24. Roofi

    Deadly Standards

    I just finished the whole episode in one sitting. It was great. I had a lot fun discovering each mapper's style in relatively classic Ultimate Doom limit-removing maps. Indeed , each mapper offered more detailed and more complex maps than the original IWAD. Whereas the three first levels were rather classic (good but not really interesting) , the later levels were more unique , especially the last ones. Here is my personnal top 3 maps : 1) E1M7 - Eden Log by @Angry Saint A really intriguing and unusually curvy tech base. It reminds me of Nicolas monti's maps but with aligned and carefully chosen textures. It was the most beautiful map for me . I really liked exploring it despite the fact that the gameplay was very basic. A few more secrets would not have been too much too. By the way , I loved this map because I saw you tried something new. 2) E1M8 - Obliterate Anomalies @Spectre01 Hum... That map was just completely chaotic and psychedelic lol. I really loved the visuals , you definitely have an unique style. You have the best representation of hell : A mess of nonsensical textures but with a massive and detailed architecture. I found your map diabolically beautiful. I liked the gameplay but I was not really prepared for slaughter. It's bad you gave up your map for Deadly Standards 2. 3) To The Surface by @riderr3 It's maybe one of the only maps I liked more for its gameplay than its aesthectics. The level was quite beautiful but I above all enjoyed the progression and especially the part with the huge elevator. This map has a more pronounced adventurous aspect due to fact you must go up to the surface. It's a good gimmick to make more height variations in a Doom map. Honorable mentions E1M5 - Third Moon Lab by @CarpetolA : An aesthetically pleasing level with light gradients and fine details. I only regret that some brick textures are poorly misaligned. E1M6 - The Inner Port by @mrthejoshmon : A quite short level which manages to give a creepy atmosphere. The lack of armor (except in the secret) keeps the player on stress E1M4 - Research Station by @The_SloVinator : An interesting mixture between action and darkness. teleporting lots of different monsters to the same place is simple but effective ! You can watch my demos : HERE
  25. Guest

    Low Memory

    Version

    45 downloads

    Here we go... Once upon a time, lived a 11-year old autist dwelling in the glorious realm of 4chan. One day, he was downloading Sailor Moon hentai, as usual. However, today it was different. His hard drive, which had always obediently fulfilled its master's twisted desires, suddenly, like a bolt from the blue, decided to fight. +----------+ |LOW MEMORY| +----------+ "INSUFFICIENT FREE SPACE, CAN NOT DOWNLOAD FILE free_sm_pr0n_JKitsatrojan.EXE" "Ou nou wot do ai doo?", said the discouraged internet knight. Suddenly, his computer started playing some tune: "Dum dum dum dumdum dum dum dum dum dumdumdum dumdum dum dumdum dumdum dumdum" He recognized the tune. It was the track of the first level of some crappy pixelated game from 1993 his (disappointed) father likes to play, as his last refuge from the problems of having a single descendant whose vocab is limited to "YOUR MOM!". A message flashed on the screen: "Do you need help?". He managed to squeeze out a sentence from his degrading brain "jes ai doo". Then, the display of his computer started displaying a first-person view of some dude who can't even hold a gun properly. "Come on", a new message popped up, "your hard- drive depends on you!"
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