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Found 157 results

  1. seed

    Lunatic

    And thus Lunatic was finished, rather quickly too, played through GlBoom+ 2.5.1.5 on UV. So this would basically be the predecessor to Valiant considering that the theme and gameplay style would end up in skillsaw's later work Valiant. It features only 5 levels taking place exclusively on the moon both inside and outside of various bases. The wad features a new background menu, music, new enemies, namely variations of the Shotgun Guy and Chaingunner who use Plasma rifles and Rocket Launchers respectively, new textures, but no new status bar, weapon/enemy sounds, or ENDOOM screen. Compared to skillsaw's other 2 projects that I have played, namely Ancient Aliens and the previously mentioned Valiant, the biggest difference would probably be the difficulty. Lunatic is an easy-to-medium wad with low enemy counts, whereas the other 2 megawads are hard with high enemy counts that are targeted primarily at veterans or very skilled players, AA fitting especially well in this category. The maps are pretty short, compact, and straightforward with a few secrets that are generally easy to find, with the final level being a surprisingly short slaughter map with little over 300 enemies, which also features a MIDI rendition of Europe's "The Final Countdown" and is named after the track. Indeed, a very nice conclusion to the short expedition. Considering that there's so few levels and there's nothing really making any of them stand out of the crowd (don't misunderstand, I don't think this is a problem in this case) with the possible exception of MAP05 which changes the style to slaughter, there's not much else to add, so in short, although skillsaw would later proceed to create 2 masterpieces, Lunatic lays the foundation on which Valiant will rise. It anticipates an epic journey while settings the standards high, delivering 5 action packed, beautiful, atmospheric, short and straight-to-the-point levels that are real fun to play. It only took me one hour to finish it so time really shouldn't be an issue. As it was the case of CS2 it was so fun I kinda wish it was longer, but this makes it perfect for those times when you just want to play some Doom but investing considerable amounts of time isn't exactly possible as it can easily be beaten in one sitting. Would highly recommend this to anyone, one hour of quality.
  2. Guest

    Wreckreation Center

    Version

    18 downloads

    The Icon of Sin has been busted and you have reconvened with the surviving humans in order to help rebuild the planet. Life is pretty good and you spend most of your free time taking walks with your recently adopted dog. Meanwhile, the remnants of the UAC have assembled together in order to establish a skeleton crew of scientists and builders to recover anything that remains on Phobos. Something stinks about the whole operation and you don't like it, but you don't concern yourself over UAC matters anymore. The crew is successful in repurposing an old recreation center into a research facility and living quarters. They even manage to recover some teleportation technology. Not bad. But one day, you wake up to an urgent transmission from the captain of the crew he is pleading for your help. He reveals that he had discovered an artifact on the Martian moon, after which he began hearing a voice that promised him immense wealth if he opened another portal to Phobos and lured you there so that the demons could exact their revenge upon you. By the way, he used the teleportation technology to steal your dog while you were sleeping in order to bait you in. Big mistake. Infuriated after remembering what the demons did to your pet rabbit Daisy, you begin suiting up in order to return to where it all began. The captain explains that most of his crew were killed or transformed into demonic creatures when the portal was opened, but he is holed up in his master suite with your dog and a few surviving bodyguards. However, the captain is already showing signs of his own transformation. Not only are you going to kill every single demon who dares to challenge you again, but you're going to show the captain (or what remains of him) what happens when someone so much as even THINKS of harming a single hair on your best pal.
  3. Guest

    32in24-16: DOOT CTF

    Version

    29 downloads

    The Yeoman Engineers and Designers of Software (YEDS) rise from their graves to present you DOOT CTF! Formed into existence through a magical ritual of skeletal trumpeters, DOOT CTF brings you 34 of the finest Capture the Flag maps ever constructed in a week and then needlessly fussed over for a year! Gather some friends and some holy water and compete to capture the most flags on these spookiest of battlegrounds: MAP01: Bad Times at the Armory by AlexMax MAP02: Flag Quest by GregLafitte MAP03: Cthulhu Fhtagn (What a Wonderful Phrase) by TheMionicDonut MAP04: The Greasy Brown Toad Bloater Special by Getsu Fune MAP05: Stones 'n' Bones by Jimmy (edits and detail by The Green Herring) MAP06: Spooky Shit by Walter Confalonieri MAP07: Tootsie Roll Showdown by Mechadon MAP08: Peruvian Voodoo Fortress by TheMionicDonut MAP09: Count Mortimer's Quest by 40oz MAP10: Scarydarkfast by 40oz MAP11: Count Toothy's Super Canoe by Mechadon MAP12: The Devil Is Evil by joe-ilya MAP13: Ren & Stimpack by scotty MAP14: Bone Pun or Something by Gothic MAP15: Displeasure Island by Rude MAP16: Voodoo Geometry by Breezeep MAP17: Creepy Cube Conspiracy by Zakurum MAP18: Grave Danger by Pinchy MAP19: Come On Down to Spooky Town by Mechadon MAP20: Get On the Floor, Everybody Walk the Bloodivore by esselfortium MAP21: Gloomy Gulch by Marcaek (detail by 40oz) MAP22: Captive's Crypts by Marcaek MAP23: Pumpkin Patch Kids by Marcaek MAP24: 32spooky24me by TheMionicDonut MAP25: BAD MOON by RottKing MAP26: YOU'RE GONNA HAVE A BAD TIME by Xaser MAP27: Castles of the Cyber-Creeps by andrewj MAP28: FatSmile.jpg by Marcaek (detail by Pinchy) MAP29: The Treefolk Assault Pumpkin Valley by lupinx-Kassman MAP30: GASTERISK by Xaser MAP31: Naval Skeletal Battle + by Gothic and Marcaek MAP32: The Wolfenshining by TheMionicDonut MAP33: Naval Skeletal Battle by Gothic MAP34: Coloured War by joe-ilya
  4. Guest

    Lijiang

    Version

    68 downloads

    Inspired by JP LeBreton's discussion with John Romero at https://www.youtube.com/watch?v=rV6HlBa88js&feature=youtu.be&t=80 and Blackmantis' research at https://www.doomworld.com/forum/topic/85756-found-doom-sky-source-files/, in 2017, we traveled to Yangshuo County, China to try and find the cave from which Tom Atwood photographed "Yangshuo Cavern" sometime in the late 80s or early 90s. Also known as MAJEST3.TIF, this image was distributed by Aris Entertainment in 1991 and 1992 via royalty free CD-ROMs like "MediaClips Majestic Places" and "The Best of MediaClips," an example of which can be downloaded at https://archive.org/details/The_Best_of_MediaClips_2.0.1_Aris_Entertainment_1994. After finding its way into the offices of id Software during the development of DOOM, Atwood's photograph of the Karst Mountains became Phobos, the skybox for the shareware episode of the game, "Knee Deep in the Dead." Not Moon Hill or Butterfly Spring or Dragon Water Cave, asking for the location of "Yangshuo Cavern" is the equivalent of asking for the location of "California Hill" when searching for the Bliss Screen. Beyond the immensity of the mountain range and vagary of Atwood's original title, in many ways Yangshuo County exemplifies the larger process of historical erasure and cultural amnesia in China. Villages alongside the Li River are undergoing rapid development; every cave we entered was full of concrete, colored lights, and consumed Monkey Kings; and even local cavers and climbers were stumped...is it even possible to find "Yangshuo Cavern" in 2017? The history of Yangshuo is not only occluded when it comes to DOOM, but also in relation to China more broadly. Even though the 20 RMB note features a shan shui-esque rendering of the region's famous mountains, hills, and caverns along the Li River, Yangshuo is not an ancient site of art and culture. In fact, landscape painters only made their way to the Karst Mountains en masse as refugees during the Second Sino-Japanese War between 1937 and 1945. Whether remediated as an ancient site of national pride or as the backdrop for the shareware episode of DOOM, in many ways Yangshou may as well be Mars. In this short, single map .WAD, photographs we took while floating down the Li River replace the skybox and sprites of DOOM while Aris Entertainment's original musical accompaniment, MAJEST3.WAV, replaces the music. This is the first of a series of levels we are designing as an essay/megawad about the technologies, histories, and cultures of play around DOOM in China.
  5. galileo31dos01

    Sacrament

    Done with these settings: - Crispy Doom 5.3. - Ultra-Violence. - Continuous combined with pistol start mindset. - Saves every 10 minutes or so. A nice peculiar set of maps by authors from the Russian community. This is (mostly) an adventure lengthy episode that features an extensive package of custom cool textures, flats, amazing skies and other stuff to give shape to the story, which more or less revolves around the apocalypse. The design favors an hypothetical realism, apparently it begins in your nightmare, and when you wake up, you see humanity had gone forever. Truth of the fact is, after the first couple of maps (the second being a very realistic deserted city), it's hard to tell where the plot is going to, until the intermission screens vaguely tell the rest. Well, I'm not one who plays Doom for the stories. Anyways, in aesthetics, this wad wins the prize, the usage of stock textures in most maps is really beautiful, sometimes inclining to the standard OG Doom style and in other cases in impressive scenery, such as the giant cavern and several boats in map 11. A thing that characterizes Sacrament is the absence of light throughout the maps. The skies also contribute for that, for better or worse. It's not like you can't see nothing, but the moments you need to stop monsters like spectres it can turn harrowing, and I fancy darkness a lot. In fact, my favourites cases were maps 12 and 13, all the spooky ambient was darn intense to explore through. Sacrament also comes with a lot of music in ogg format, I believe part of it are Russian songs or tracks from other games. Either way I found them fitting, and weird sometimes, but that's ok. I'm not sure if the designers took inspiration from anything else, or if its approximation to Eternal Doom is mere coincidence. Probably not, considering the trickery in the second map, but a way to describe Sacrament in a nutshell could be "touristy". The maps range from mid to large sized and focus primarily on the visual-atmosphere department, and there's no complain on that side. They also require your inner explorer to take command of the situation in most maps, which not always is your standard key hunt, and the task becomes a mad search for what to do next in the sprawling non-linear affairs (not in the level of Eternal Doom, but close). In between, you get some smoother classical entries, with an iwad-difficulty tone in progression and encounters, even an obvious imitation of a TNT level. Speaking about monsters, it's light on threat for the most part, sometimes underwhelming in connection to the space, and other times you'll beg for some light to see your opposition better. Again, I'm not against the combat in very dark areas, it adds some tension, and at least while they're not loaded with zombies. On another side, the new weapon sprites were a bit of a letdown, looking dull and almost hard to distinguish, particularly the shotguns, and I don't know what the new BFG sprite is supposed to resemble, not that there was any crucial moment to actually test it. Besides, they fact they're not centered confused my aim in many occasions, but I guess crosshair users will omit that. Secret-wise, the more complex a map is, the more secrets you can find. This may sound redundant but for a secret hunter like me, it's been generally well received, though a shame when it didn't felt like a true reward: I would have liked something more blood-pumping after the skull hunt in "Doxylamine Moon", instead of walking around a second time to find a few shells to confront a weak invasion. Favourite map was 13, and maps 03, 06, 07, 08 and 12 were fun too. The only map I disliked was 04, not a fan of maps that ultra straightforward maps, nor when they deprive you from kills. The rest didn't impress me in gameplay terms, but Azamael's maps did on the artistic side. Overall, Sacrament is worth to check every deep nook as much as the human eye can see. For what typical Doom gameplay concerns -murdering monsters, then hit exit switch-, it might be wise to overlook this or part of it, as there exists an elder counterpart called "Da Will", but for a trip through whatever post-apocalyptic puzzle-ish context the wad takes place in, look no further. Oh and, mind using a Boom compatible source port for map 10 if you plan on maxing it. Anyway, my rate is 6,5/10.
  6. galileo31dos01

    JENESIS

    Done with these settings: - GLBoom+ 2.5.1.4. complevel 9. - Hurt Me Plenty. - Continuous combined with a pistol start mindset. - Saves every 10 minutes or so. Important thing: if you want to fully attempt each map of the megawad, load jenefix.wad which can be found here. I say this because I found myself with a few bugs I'll mention below. Onto the review... This wad is pretty impressive, a truly fun set that manages to be a tough and nice experience. The author did a solid job on polishing the maps to look really good, using the Plutonia resources as well as many textures from some well-known megawads like Memento Mori and Requiem. It's a set that the more you advance, the greater it is visually. I was very sold on the theme-progression, the tech/brown structures predominates in the first two episodes, but it is also mixed with sewers (lots of slime), crates rooms, caves, open highways, tombs, golden lakes omg, and much more, and it culminates inside hell, and I'm not just talking about red bricks. About details, well I couldn't be more impressed with the lightning usage in certain maps, it's mostly all bright enough for you to see where you are, but for example in map 29 there's little to no light variation, which boosts its already creepy and fleshy theme. Oh, can we talk about the skies? Every map has a different sky, my favourites are the blue one in map 12 and the red one with two moons(?) in map 22. I also loved the soundtrack, many recognizable midis from other wads as well as new ones, the one in map 26 was my favourite, and the one in map 29 that sounds like anything from Going Down. If you have played any of the wads Jimmy payed tribute, you can have a general overview of what Jenesis is about. Yes, this isn't a walk in the park, neither a disagreeable torture. Maps are medium-sized, typically with key hunts along with switches, linear and non-linear progression, varied in scenarios: lock-in traps or incidental ambushes right after a door or a switch pressed, or nothing at all, just a lonely key on a pedestal. I liked this as it added variety and mystery, not 100% sure if something will happen or not. For monster placement, overall it's meant to be challenging, if a bit too hitscany in some maps. There're a bunch of particular enemies that stood out in a good or bad way: chaingunners out of your aim, there are many instances of these; revenants are particularly nasty in this wad, having a lot of advantage over my movement skill, in some ways the area denies you to fully dodge homing missiles, in others it denies your accuracy, because they can be behind fake walls; archviles seemed inconsistent to me, they are either neutered by block lines or suddenly thrown with 0 cover, the "good" thing is that (on HMP) health resources are instantly given to recover, which still doesn't convince me. Regardless, there are some good archvile placement, as well as the rest of the monsters. There's a new enemy, a possessed marine, a bit stronger than a shotgunner, it's best usage is in map 29 imo. There's also a new boss, nothing you haven't seen before, well, it freaked me out a little bit. Secret-wise, the majority of the maps contain 4-5 in total, some easy to find and some not, a couple of secret fights too, the key is to know what the author used mostly to hide a secret (not just a misaligned texture), and then you'll easily find the rest. Nothing outstanding as they are usually a little cubicle containing a powerful item. For favourite maps I'll pick 06, 12, 17, 22, 24, 29. The third episode was my favourite imo as action was getting quite sharp The other maps were ok too, save 09 and the secret maps which I didn't like too much. A few bugs prevented me to max certain maps (didn't know jenefix.wad existed), in map 20 at the helipad part it is possible to block monsters to teleport in IF you press the lift's switch. In map 24 a cyberdemon may or may not teleport in at the exit section. Overall, it's recommendable, only for people who can bare tons of hitscanners. I think it would be better to play on continuous for a first time, as some maps have ammo for weapons that are nonexistent. My rate is 7,5/10
  7. Deadwing

    Valiant

    Played on UV, with saves and continuous. Valiant is one of these mapsets where people will always refer as a major influence, such as the ones like Hell Revealed, Alien Vendetta and Scythe and many others. Is it as good as them? Honestly, I didn't like Hell Revealed and Alien Vendetta at all, and Valiant thankfully has nothing compared with them: The levels are more robust, featuring much more refined visuals and gameplay. As for modern standards, I thought that Valiant would be hard as fuck, but instead I got something that was really carefully balanced, being a really tough but also very fair experience. Also, I was surprised of seeing no slaughtermaps at all. Instead, there's some slaughter-lite sections, which are much more accessible, IMO. Anyway, I think these are the two biggest quality of that wad which surprised me a lot: The very-well crafted architecture and how well the balancing was done. The architecture focus on creating a really detailed environment, but at the same time there's a lot of care to keep things very clean and easily readable. It features a lot of modern trends, where the textures are not only well aligned, but with the limits being also respected vertically, so you don't get that "cut-off" texture that we usually see when there're different ceilings and a wall texture that doesn't really match the difference. As for the themes itself, the tech-bases are creative and easy to identify as something from Valiant. The same goes for the last moon-based episode. As for the gameplay, the mapset reminded me a lot the process of mastering a song. For example, you want to keep the volume of the song loud, but at the same time you take care to avoid going too much (and then the clipping happens). Same could've been said about Valiant, where the player goes through really tough setpieces, but they're still always fair. Most of them I've died once or twice (if it happened), but after the "surprise" effect, things went a lot smoother. I believe that a more skilled player than me (especially because I suck badly in doom lol), wouldn't have much problem in these setpieces and at same time would enjoy a lot the experience. The monster placement is also really well done, and never did go into full slaughter territory, also keeping the grind level very low while forcing the player to use more interesting strategies instead of just circle-strafing or cover-fighting. The new bestiary and the new Chaingunner definitely gives more intensity and increases the pace of the gameplay. Thankfully none of the new beasts are bullet-sponge, although I don't think all of them were really necessary, but a fun addiction anyways. For the negative aspects, there's some stuff that annoyed me, which I think wouldn't mind other people, though. My main complaint would be that a good number of levels are similar to each other, which few exceptions (and some exceptions gets its concept repeated, such as MAP22 x MAP23). The mapset follows a very popular modern trend that is that mix of outdoor areas with some indoor sections, which creates some really beautiful landscapes, but at the same time some levels ends up being unremarkable because you've already had a similar experience, which gives the player a feeling of "padding". This is also increased by the fact that most levels from the same episode shares a similar textures set, so they end up having a similar look. Furthermore, episodes 1 and 3, and episodes 2 and 4 shares similar visual elements, which also enhances that feeling. There's also "two major" set of levels, which is the more linear approach and there's the hub focused maps where you have to find all the 3 keys to reach the exit. Some levels go away from that trend, though, featuring cool gameplay gimmicks (the 14 arch-ville ones and the first of the 4th episode, for example), which is a really good way to refresh things out. In the end, there's lots of really cool and unique setpieces, but I don't really remember from what levels are they from. As for the gameplay standards, the use of sniping monsters got me annoyed on some levels. Some of them are placed in odd angles and/or far away which makes them hard targets to kill, so I ended up ignoring them and kept running around. In one hand, this is good because the player has to keep moving and avoid using simple and boring tactics (cover shooting, circle-strafing), but at the same time this reduces the room to breath, the player ends taking hits from random places and sometimes the sniper is placed between cross-fires, which makes taking them down an even more annoying task. The first levels from the last episode were also a bit disappointing since I didn't find any SSG in the way and that slowed down a lot the gameplay in a not good way. At least, not but less important, the soundtrack is really well done, with some tracks making me think if they were actually MIDI's or not. They are really energetic, featuring lots of layers, complex sections and effects. My only complaint would be that they have similar style to each other (very energetic rock songs, usually featuring the "power drum kit" with multi-layered synths and guitars everywhere), so you don't end up remembering its melodies or sections because the song of the next level has also a similar feel. I believe that some less percussive tracks between the energetic ones would help pace things better and it would make the more energetic ones shine more. Still, apart for these annoyances, I don't think you can go wrong with Valiant, and the quality material surpass by far the few annoyances. Definitely a wad worth checking out, if you haven't done yet for whatever reason lol. 9/10
  8. Version

    54 downloads

    Another alpha episode for the favillesco series this one is set on Thebe, another moon of Jupiter and runs on E3. This one uses the same texture resources as Amalthea's Apostasy except for a different sky. Several flats are repeated because 2 different alpha doom versions were employed as the source of the pack used, I didn't want to clean that up because I didn't want to have problems with the patches and the textures so I renamed all the textures while keeping the patches names the same and because some patches are the same graphic but have different name the extensive work just to save 2 mb would be annoying. As usual, you will find emphasis on the layouts. Intrincate levels, curvy sectors but with harmonious shapes, non linearity and the interconnectiveness of levels to be feel as a whole are among the main goals and it goes the same with the nostalgia feeling, apealing of doom1 like structures and the alpha texturing as a special feature. As usual too I was disputed on gameplay, but I've tried to be balanced in terms of health, armor and weaponry the same way as in Amalthea's episode. Some traps will increase the difficulty on some poits but I've provided the necessary items to survive them. Not relying on doom2 monsters, avoiding teleport ambushes and the interconnected and open nature of my own layouts themselves are somehow main constrains when trying to provide some varied and chanllenging gameplay. Sorry for begging off too much but I'm a bit fed up about people talking about dull monster placement and afterwards they complain about hitscanners, crossfire and crappy autoaim. This layouts are not the ones of Plutonia where you can predict almost mathematically the gameplay due to the straight angles and the symmetrical architecture. Map01, map02, map05 and map09 are intended to be perceived as daylight with bright outside areas and dark interior ones. map03, map04, map06, map07 and map08 viceversa, dark outside and more light inside, although map06 and specifically map07 are mostly dark and map08 is a bit halfway in terms of light. I tried to give more priority to alpha textures not so used in amalthea's episode too. Order of map creation: December 2014: map07, map05, map02. January 2015: map04, map06, map03, map08. February 2015: map01, map09.
  9. Guest

    ALPHA GUNS (and more)

    QUOTE: The "beta" patches that come with MBF are astronomically better than this. But that is no reason to give this 0 stars. 3/5 No they arent, the only thing that i like in MBF are Lost Soul, Barons powerball sprites and SKYBOX with 4 moons. Rest is just too close to the original. Also lack of ALPHA weapons in MBF was a big mistake.
  10. Guest

    Lunatic

    cracking map set based on the moon, good mix of outdoor and indoor "tech-style levels" The music ranges from good to cheesy (haha yep map05) The difficulty is hard but pretty standard for modern wads. The last map is exceptionally good with a great concept. Probably a 4.5 star wad but hey I'll round it up to five. - cannonball
  11. Guest

    Sacrament

    You don't needed a yellow keys. Need only blue key... Anyway, try the Doxylamine Moon: Overdose, I think, you will like this. ;)
    what the shit? the sounds were really annoying and the new graphics replacements were useless. This wad would have been a 0/5 but instead gets 1/5 only because "Fly me to the moon" was the music for MAP01.
  12. Guest

    Happy Birthday, Lainos!

    Version

    13 downloads

    A small present for Christmas of year 2012 and for the 21th bithday of Lainos, author of Sacrament, Doxylamine Moon: Overdose, 5till L1 Complex, Object 32-33-34 and several other cool maps. Previously, I wanted to make a city level which is similar to Doxylamine Moon: Overdose, as a tribute, but I had lack of ideas and inspiration, so I decided to make it as a present. Well, it seems it was successfull. =) Very important note: I integrated the map to the original Doxylamine OD file, which means that I changed the levels and their names only + I added one texture (LAINOS), which is a photo from Lainos. =)
  13. Guest

    Evil Unleashed

    Version

    31 downloads

    Demons have taken over research labs on Mar's moon Phobos. The demons have redecorated the labs to accomadate their needs. The demons have also put their guards in certain areas to insure that no trespassers get through. Only they know which button to press to allow access to other areas.
  14. Lainos

    Doxylamine Moon: Overdose

    Version

    60 downloads

    TURN OFF "try to evulate IT"! The map is in fact a reinterpretation and continuation of my map from Sacrament wad. Major differences: - The map became "playable", e.g. there are many monsters in it (this was the main goal of remaking the original). - New locations added. Hope they are as successful as those in "Doxylamine Moon" in Sacrament. - Automap added and handled properly. - Also, old locations have been slightly modified. Now, a few words about the plot. Generally it's based on the Sacrament wad story: It's the End of the World. All unworthy people see each other as monsters, including the protagonist. The action is taking place later than the Sacrament.wad's plot. The protagonist wakes up in a museum, where he passed out for a while - due to an overdose. By this time the End of the World has entered the final phase long ago (it began in the end of Sacrament.wad), and among other things, the wet areas became freezing (slightly). The main character, of course, is not aware of what's going on, so he must think what to do in this situation.
  15. Version

    23 downloads

    A Control Station located in Area 6 of a military complex. This lvl was NOT created to be an insane fragfest, but with 3+ people it can be. I tried to make this lvl very realistic and I spent many moons fixing bad offsets. The name "Sayron.wad" originates from the names of my 2 lan-ing buddies which I dedicated these lvls to. Enjoy ;)
  16. Guest

    rj-xol-1.zip

    Version

    0 downloads

    Xoleras and I going at it again, this time was much better for me, that practice is paying off, still lost, but I only play Map01 about once a blue moon.. against llama keyboarders no less, heh :)
  17. Version

    17 downloads

    You've cleaned up the mess left by the Military's secret projects on Phobos and Deimos. With this victory, the hellish invasion seems to have been thwarted. Unfortunately, the Military was engaged in another project in the vicinity of Mars: codenamed Project Scorpio. The goals of the project were to acquire samples of alien microorganisms that existed in the vacuum of space. No significant discoveries are known to have been made by this project. However, one of the satellites used to scoop samples recently passed close to the Martian moons. After the Scorpio base recovered the satellite for examination, chaos broke out and communications with the base cut off. A trouble- shooter sent to assess the situation disappeared. Apparently demons from one of the moons stowed away aboard the satellite and migrated to the Scorpio base. Your mission is to exterminate all of the hellish creatures and destroy the satellite. You have been issued only a pistol because the Scorpio base is known to have a substantial armory on the first level in its Blue security area. Access from level one downwards to level eight is available via a series of lifts. Note that the path downwards is intentionally circuitous so that sections of the base could be quarantined if any dangerous life forms escaped. Finally, note that there are many security pads located throughout the base. Some must be activated in order to achieve the higher-security areas, but others were designed to redirect intruders and expose them to security personnel. Use caution throughout. Play is very nonlinear. You can win several different ways, but some are substantially easier than others. In coop mode, do not make the mistake of going separate ways...watch your buddy's back!
  18. Guest

    Lunatic

    No doubt, the outdoor area has a great environment. That's what sold me on this wad. But, unfortunately, the maps quickly devolve from a fun, "watch your step" type setup and into relentless, brutal, and tedious traps. And, to boot, there are Nazis (looks like it to me) on the Moon (wtf? this is Doom, not Wolfenstein 3D). 1/5 for a good outdoor environment. And this promising wad is going in my Recycle Bin—what a shame.
  19. Guest

    Titan

    Nice piece of crap *Sneeze* work... (Heh) Titan is a moon of SATURN! 4 stars for that!
  20. Guest

    Too Much Brown (Build 1)

    This is Awesome. This will help make my moon base level. Also, This was the perfect pack for Sappire
  21. Guest

    Operation Oberon

    Version

    20 downloads

    You have been sent to a lost enemy base on Uranus' moon Oberon, your goal is to clean it up and get the hell outta there before the Cambodians take over the base.
  22. Guest

    Castle Phobos

    Version

    36 downloads

    THE STORY: Your wandering around the martian moon landscape when you stumble across an odd structure built into the side of a mountain. A closer look reveals the entrance of a castle with two watch towers. "What in Hell is this?" you ask yourself. It would appear as if some architect had too much time on his hands. Anyway, it seemed quiet now, maybe too quiet. BETTER CHECK IT OUT! This is the first four levels of my episode where the theme is set in a castle environment that is meant to be a challenge. There are 3 Demos to watch. ** Load Episode 2 to play **
  23. Guest

    PRISON

    Version

    11 downloads

    Welcome to prison moon base Delta 4. You've been called in because of a rather out-of-control riot is taking place. And boy are the guards happy to see you! Well, maybe not, because they're a little trigger happy now that all carnage has broken loose. At least you know where to find ammo; right next to their dead corpses, where they've stock piled as much as they can to protect themselves.
  24. Guest

    Moon Base Hanoi

    Version

    13 downloads

    A small level I made to play with ZDoom effects. I like how the level turned out.
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