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Showing results for '3.wad' in files.
Found 1398 results
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Version
20 downloads
My very first WAD and mod project. It took me a very long time and was often slow and painful but I did my very best to make this possible. The WAD contains a huge, non-linear map that focuses on atmosphere and exploration. It was made for Doom 1 because I wanted to make a vanilla map using only stock resources (with the exception of music) and Doom 2 lacks a lot of Doom 1 textures. Part 2 and Part 3 coming soon! Part 2 is about 50% complete. To run, drag the WAD and DEH files into your favorite executable (but you probably already knew that) -
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Version
960 downloads
A 3 episode vanilla megawad for Doom 1 containing a total of 27 maps. Set on one of Jupiter's moons called Ganymede, this wad should provide a challenge for a wide variety of skill levels ranging from the humble newbie to veteran speedrunner. Each episode has it's own progression rather than the usual base -> hellbase -> hell. -
Now this wad is sorta conflicting, for one if you suffer from any of the following problems: lack of ammo,regenerating health,the maps,multiple deaths. You can't play doom for shit but the i also have issues with this wad. 1. The doom 3 type design disgusts me, mainly because i don't like doom 3 that much 2. I hate the painkiller esque moments 3. It's unfinished and dead That's all. RATING:3/10
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Version
77 downloads
3 big battle rooms, to test your Doom ability. Only once you pass these 3 obsticles, then and ONLY then, can you claim the 'DOOM GOD' Trophy and exit the wad and get on with your lives. I actually took out hundreds of enemies so the FPS shouldn't go as ridiculously down as with Nuts.wad. -
Version
382 downloads
Mutiny is a 16-level, Limit Removing Community Project Episode for Doom 2 intended to be the spiritual successor of late 90's cyberpunk themed wads such as STRAIN, Hacx, Nimrod, Dystopia 3, and Perdition's Gate. It features new colorful, high contrast, (intentionally retro) textures inspired by the works of Iika Keranen and Anthony Czerwonka, complete with plenty radioactive signs, warning stripes, computers, slime, and rust. -
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If this was the 2001 year I would rate this 5/5. But in 2022 this wad is nothing but a lame retro. I got the feeling that this wad was trying to showcase the advanced Zdoom capabilities rather than trying to create a good game play, and even with the advanced features the design still feels flat! HMP or lower players will probably enjoy this as it is a below average difficulty with plenty of ammo/items. I wanted to rate this 2.5/5 stars, but since half star cannot be selected I rated it 3 stars. We really need to be able to select half a star in rating.
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Did you like doom2.wad? This is like doom2.wad, only harder. In that respect, D2TWID succeeds quite handily. That said, I find the maps are good in pretty much inverse proportion to how "experimental" they are, "experimental" being a euphemism for "forget everything the community has learned since 1994 on what makes maps fun to play" or "relive Sandy Petersen's worst ideas". There are many great maps like 3, 6, 11, 13, 15, 18, 23, and 29 that have either fast, fluid combat, rewarding exploration, or both, interspersed with "experimental" maps like 5, 9, 10, 19, 24, and 28 that "experiment" with every possible way to annoy and frustrate the player--mandatory treks across damaging floors sans radsuit, health-tax teleports into crowds of enemies at close range, irritating teleport puzzles, heinous Pain Elemental spam encounters (the entire wad could be treated as a course in how not to use Pain Elementals), awkward platforming, hideous texture combinations. Overall this map has more highs than lows but the lows can get really, really low.
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This map gets a 5 star from me for 3 reasons namely: Firstly, the gigantic architecture of this really inspired my mapping process, as this was probably my 4th or 5th wad i ever played after i finished making my 1st ever map. 2nd-ly, because this was made using DCK. And lastly, this gets a 5 from me as this map has the coolest looking sky I've ever seen in any maps I played or seen other people playing... (Horsehead nebula ftw!!!)
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Version
309 downloads
3 level WAD set in a castle environment. Excessive attention given to the appearence of the levels (texture selection, alignment, lighting, etc...), but game play does not suffer (some great battle areas!). I use a P90 machine, so I imagine some areas may run slowly on underpowered machines. -
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101 downloads
One level for 'advanced' Boom compatible ports. Probably it is my vision of nuts.wad. It's easy to play and fun. You need to have modern computer (Core2Duo+ or similar) and good optimized port with support of hi-res textures in wads and music in OGG format. GLBoom-Plus 2.5.0.2+ is STRONGLY recommended. Do not use PrBoom-Plus 2.5.0.1 or earlier. "SkyBox" sky mode and "Fog Based" sector light mode (available in prboom+ 2.5.0.3.test) are recommended and do not forget to enable in-wad hi-res textures. (it's ON by default) WARNINGS: 1. (G)ZDoom has strange issue with speed. It's 1-2 fps when monsters are sleeping. After awakening it's more or less good, but still 4-20x slower than glboom-plus. 2. Eternity and Boom 2.02 have some issues with tall patches. 3. Classic PrBoom and PrBoom-Plus before 2.5.0.2 have no support for hi-res textures in wad - do not use it. MUSIC: NoMeansNo - "1985 - You Kill Me" - Long Days. Hope it will not be banned because of this 24 years old song. -
lagged on my 3060 Ti, 5/5 perfect Romero-approved WAD Seriously though, it's an interesting piece of Doom history but honestly serves no purpose other than pure ridiculousness. And I like that sort of thing. 3/5 Edit: I'm now realizing it was lagging because I used GZDoom. This is a true Kappa moment.
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Version
33 downloads
This WAD is the first part of my 3-part series entitled "The Unholy War" The next two parts are tentatively titled "Gotterdammerung" and "Prelude to Armageddon" respectively.Part 1 takes place in a mammoth UAC spaceport carved out of some 3 dozen mountains 300km northwest of Denver, CO. Most of these mountains were literally leveled to create a man-made plateau. You start at level 1 (Entryway) and fight your way to level 11 ("O" of Destruction) and I MEAN FIGHT! The original DOOM II starport levels pale in comparison to this.Be prepared for some vicious firefights and hair- pulling architectural riddles. This version update fixes a few minor bugs in levels 5 & 6.Levels 4,7,8 & 9 were revamped in order to correct the "savegame buffer overrun" bug that occurs when one attempts to save the game on these levels.The PWAD has been recompiled for DOOM II v1.9 -
Version
56 downloads
A five-level wad for Heretic, incorporating numerous new graphics. The appearance of each level is quite different; there is no unifying theme except that the action takes place on a series of islands. If I could have figured out how to replace the end screens, (assuming it's possible with Heretic), I would have named the levels: 1) On the Beach 2) Subterranea 3) Skull Mountain 4) The Flying Dutchman 5) Circus Maximus Three of the levels are quite large (Circus Maximus is over 700K); I have been told that Gulag plays "too choppy" on a 486, so the wad may require a Pentium, or similar processor, for smooth gameplay. -
DS-61-3.zip (alapolgy.wad, fromdrem.wad, lab.wad, sinferno.wad, boom.wad, wasteme.wad)
Guest posted a file in d-f
Version
20 downloads
DS-61-3 was another one of the imperial pilots that wasted all those rebel x-wings in the first star wars movie. 7 levels meant to be played alone. Alapolgy map1: simple, fairly short .wad. No shotgun annoys you, but its the point of the level. Alapolgy map2: Super shotgun's right there; very short. By DCK's colour code; three red baddies and a whole shitload of pink ones. Fromdrem: Came to me in a dream. Experience it. Lab: Fairly hard; infiltrate a alien lab and blow it to hell. Actually; it's already there. Good wad. Boom: Good wad. If you miss the shotgun, well, sorry. Wasteme: Good wad with annoying beginning. More information unzipped. This is an update. -
An all killer no filler wad with a novel color palette and fitting synth soundtrack. The first 3 levels fly by (in a good way) and the 4th is a beast of a closer with just over 500 demons to murder. The level design is open and begs to be properly routed/optimized, and looping back to previous areas is well implemented and feels natural. It's not a difficult map set by any means—you'll probably beat each map on your first playthrough—so don't be afraid to let loose with your weapon of choosing. 5/5, this wad accomplished what it wanted to.
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Version
64 downloads
The challenge was to put together the best possible level that meets all 5 of the following criteria: 1. is Boom-compatible; and 2. uses only vanilla textures; and 3. is fun to play; and 4. looks OK; and 5. is constructed with 100 linedefs or less. To put this last criteria in context, e1m1 has 486 linedefs. Over 70 maps were submitted, and 64 were OK'd for release to idgames. These have been split into two wads: 100lineT: is levels that are more or less 'traditional' in their map design. They may feature special effects in their gameplay, but the focus is on providing the standard style of play, just in a very limited number of lines. 100lineN: is levels that tackle the 100 line limit either by delivering a slaughtermap, or through the use of an unusual (for Doom) style of gameplay. Many of the levels in this wad are considerably more difficult than any of the maps in 100lineT.wad All maps were designed with pistol start in mind, though continuous play is of course possible. The order of maps in the wads was determined by the visual style of the levels; difficulty curve was not a factor. Some later maps will be easier than earlier ones. If a given map is too hard, too easy, or just not fun for you, feel free to IDCLEV out of there and try one of the others :) -
The Darkening episodes are an interesting look back at the turning point in the Doom community. Episode 1 represented a swan song for the classic era, while Episode 2 ushered in a brand new era of meticulously-detailed maps. Darkening E2 is certainly a huge step up from E1 in terms of visuals, and you'd be hard pressed to find a better-looking singleplayer map made prior to its release. However, this high detail comes at the price of the gameplay. It's obvious the team hit the wall with the vanilla engine, and the result are 12 extremely claustrophobic and tedious maps. The first 6 maps are a slog to play through, as the monster counts are low and the only challenge comes from the utter lack of health pickups. The episode picks up considerably in the 2nd half when maps are allowed to have greater opposition than just 3 Revenants, but the core loop never goes beyond the most basic, predictable ambushes and tedious switch hunts. Not helping matters is the soundtrack, which might just be the worst original MIDIs I've heard in any Doom WAD. There's a piano solo in the MAP09 track that's so horrible, I thought my MIDI player actually broke! The Darkening E2's importance in Doom modding history can't be overlooked, but there were far better levels in earlier WADs like "Icarus" and "Dystopia 3". In other words, Darkening E2 is exactly as good as you'd expect a product derivative of Quake II to be.
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Version
78 downloads
The Biovite Project is a partial conversion. It contains five maps, plus new graphics, new sounds, new music and new monsters. It's Single Player only. This wad needs a current version of ZDoom (2.1.x). It is meant to be played with jumping disabled. If you got stuck somewhere or need help or further information, have a look at http://www.milianmusik.de/doom You'll notice, that the maps are becoming better in quality from map to map. This is because Biovite is a longterm project and my mapping skills are still growing. There's a difference of 3 1/2 years between starting of map 01 and finishing of map 05. I'm highly interested in your demos. Feel free to send them to the abovementioned adress. Thanks! -
I tried my hardest to play a good amount of this one just to have the rights to put a review but I could not bare anymore after I completely explored level 3 and gave up out of being lost. I understand this wad has a puzzle gimmick going on but when I got to level 3 I almost thought my game was bugged because they literally copy and pasted the entry room...like why? The detail was OK at best considering it was 1996 but with games like Duke Nukem and Quake out, and even comparing to The Ultimate Doom the level design and overall detail is just garbage and cryptic for no good reason. Just for the sake of poking fun I will also say when I opened up the readme and read "I'm your average heavy metal freak" I had a feeling I should have just turned away. Not recommended. Played with crispy doom on UV