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Found 138 results

  1. Guest

    purdue.zip

    Version

    60 downloads

    This PWAD file is a model of Purdue University's Engineering campus. It was created by Scott Schuricht using DEU 5.0 and BSP 1.1x and took up way too much of my time, but hey, is there anything more important than DOOM :-)
  2. Guest

    project slipgate

    Version

    218 downloads

    11 detailed levels made specifically for zdoomgl.Includes scripting, ambient sounds, and color lighting.I played these levels with the md2 models, md2 sky, and in zdoomgl 0.66, and the lighting and environments will blow you away!I highly recommend these options to get the most out of these single player missions.
  3. baja blast rd.

    Ancient Aliens

    973 out of 1012 stars An all-time classic that is a shining model of how to seamlessly integrate gameplay, visuals, concept, music, and meme into a thoroughly enjoyable package that appeals to both experienced players and newcomers alike. There is still clear room for improvement -- most stars were lost for failing to hit the McGeeism quota, and a few maps (especially the esselmap) called for a stewboy rearrangement of Toto's "Africa" -- so here is hoping the sequel is even better.
  4. Misty

    Demon Abundance

    It's not really that great as people are trying to be make. If we strip down all those models and other effects, we will find that map set is actually looking like any other early-mid 00's set + all those misalignments with questionable incidental combat... I guess, for quick fun it's viable. 3/5 stars, because it seems it's one of those rare jdoom/doomsday wads, but you can freely run on gzdoom or any other port which supports jdoom/doomsday things.
  5. Guest

    Dreams Of Insanity

    Version

    41 downloads

    * The first level (house) is a model of the house where I live, with some other buildings added. It is played mainly outdoors. ** * The second level (stone) is supposed to be the work of an ancient civilization. Some outdoor areas, but mainly indoors. ** * The third and last level (bloody) has an outer shape of a castle and a large outdoor area (good for deathmatch maybe). Played mostly indoors. ** * Because of the way I have placed the levels you will probably guess that there is a secret level (iron). The only secret is how to get there.
  6. P41R47

    NJ Doom2

    Gilgamesh is an epic poem, the most ancient epic poems that reached our days. Engraved on stone slabs and suffering for eons until discovered, this poem is the basis for all the literature to come. Amazing voyages? Check! Epic battles? Check! Gods meddling with humanity? Check! Humanity defying the gods on the search for eternity? Check! All the topics of the humanity are reduced to this 12 stone tablets. Well, NJ (Enjay) Doom2, might be the very first complete megawad by a sole author. And it shows a lot of the things that will be exploited with greater effects on later works. Sector models (Doomcute)? Check! Hints of storytelling? Check! Chaingunners traps? Check! Very big open rooms full of hitscanners? Check! Lots and lots of enemies and strafe dancing for mob controll? Check! Continuty between maps (end of one, start of the next)? Check! Well use of the resource for atmospheric and story elements? Check! So yeah, really much appreciated and a neat piece of history that also plays pretty well for being one of the first (if not the first for Doom2) megawads. Thanks, Enjay for this enlightening work!
  7. riderr3

    Heretic Speedmapping 2

    I hope there are more people who will be involved in Heretic mapping. M1 - Solid map, what did you expect from Walter? That logo on graveyard, probably being a prefab. M2 - There are some optional rooms with monsters but without ammo. Sudden exit. M3 - That's mine map. It have plenty ammo on continuous play. M4 - I can't get out from pit and used rocketjump. At least under Doomsday Engine. P.S. New custom sprites are not shown because I'm using 3D models with HD addon.
  8. Guest

    Paranoiac

    Version

    61 downloads

    14-map hub set in the Black Mesa military-industrial facility within the Half-Life universe. Following the escape of your character, Rolf Bellmer, after uploading a computer virus into the Black Mesa databanks, you seem to emerge victorious. Unfortunately, the sinister forces of the government and the aliens have other plans for you. The game is story-driven and features multiple objectives. It uses the excellent textures of Half-Life, sprite-based enemies and non-player characters from Half-Life, models (some of them interactive), true 3D environments and other features of GZDooM. Tested with GZDooM
  9. Guest

    Sentient Mushes v21b

    Version

    21 downloads

    New technology has arrived upon your modem, and BZZT it came on your hard drive! Behold, the first extrapublic version of the soon-IWAD game, Sentient Mushes! Now with 7 maps (inc. 1 placeholder map and 2 DM ones) of fun, and a bunch of new guns, a few monsters and other miscellaneous stuff going to inf- I mean, sweeten your day. WARNING: The modeling sprite replacement project isn't done. If you find a cartoonish sprite, feel free to criticize it, but keep in mind we know it and we are going to replace it someday!
  10. whirledtsar

    STRAIN 1.0 (repackaged edition)

    Very consistent megawad, never failing to deliver interesting level design and staying balanced throughout. I see many reviews calling the level design "puzzley", but it's really nothing like the absurdly obscure progression of, say, Eternal Doom. It's just creative & fun. Some of the levels are just downright weird, but in a good way. For example, in the final map I was running all around trying to figure out what the gimmick was to kill the Icon Of Sin, when suddenly it just died from some random monster hitting it, ending the level. Fancy modern wads would never allow such a thing to occur. The main issue with this wad is that the custom content is a mixed bag. The textures are very quality and fit in nicely in Doom (I noticed a few that went on to be used in the frequently-used CC4 texture pack). The new weapon is extremely ugly (just a sprite rip of a poorly-textured 3D model) but it functions okay, like a combination rocket launcher & BFG. The Revenant replacements are interesting, flying around & firing extremely slow homing missiles. The pinky replacement on the other hand is very lame, ruining the holy 1 SSG = 1 dead pinky equation. The other custom monsters I could take or leave.
  11. Voros

    Extreme Weapon Pack

    Annoying at times, but fun to do it anyway. I love how Doomguy reacts to the reloading of the Super Shotgun as “which barrel should I load the shell? This one or that one? Maybe this one? No, this one " and so on. It would be hilarious to have a DM with this model...
  12. Guest

    Earth

    LOOKS LIKE EPIC.WAD with different models and such but Im gonna admit it's a pretty great map.
  13. lupinx-Kassman

    10-Level Wad (10levels.zip)

    Play it for the silly music and the giant sector model of Doom 2's floppy disk.
  14. ReX

    Floor Demo 2

    GooberMan has tweaked the code to allow the use of models that "ride" atop the polyobjects. As such, the visual limitations imposed by the polyobject's linedefs can be virtually eliminated. In effect, easily-implementable moving platforms have arrived on the DooM modding scene.
  15. snapshot

    Paranoiac

    Level design is wonderful thanks to the extensive use of 3D Models and other advanced GZDoom techniques such as slopes and various other effects, you assume the role of an agent who's mission is to upload a virus to Black Mesa databanks, your progress is complicated by different encounters, zombies, Xen creatures and HECU forces, the levels are connected together so you may have to revisit locations to complete objectives. A fantastic looking mod however it suffers from few balance issues, there's too many enemies on the first levels and very little ammunition, I ran out of ammo several times before doing any progress, Vortigaunts and HECUs are tough as you would expect them to be, throwing grenades at you occasionally, those were the reason I repeated the level over 4 times, I had to use the save game option eventually, It wasn't until later in the game when things started to pick up as I gained more weapons and ammo, I was little bit disappointed you couldn't recreate some of the weapons like Tau Cannon, Grenades. The pace is slower compared to other Doom mods so you're going to have to take your time to explore levels looking for your objective, the mod does a good job at directing players to their next objectives via walkie-talkie pickups, There's a bunch of secrets here and there, most of the time they are hidden in vents, I liked the level where you can torture Xen specimens held by scientists lol. The last fight on the first episode vs Gargantua, I'm not sure if this is the intended behavior but this particular enemy has a very low Mass value, meaning the Boss keeps bouncing around the field as you fight it. Overall it felt like a nice break from regular Doom maps, it may be tough on the first level but as soon as you move on to next level and gain access to more weapons and ammo things get a little bit more interesting. EDIT : I just noticed there's 3 more episodes, weird the mod doesn't take you to next chapter after you're done with the first one, going to give them a shot.
  16. Alfonzo

    Mephitic Purity

    The project for which this level was initially slated, Community Chest 3, was founded in what is now considered to be "The Dark Era" of Doom level design; a period that gave rise to all sorts of tricks and trends in detailing and which was borne largely off the back of hot new editing powers. This is the same period that also considered ZDoom to be a cutting-edge port for map-making before it was a flagship for gameplay mods and other mutations. A very strange time, indeed. In some ways, the then-celebrated archetype appears more dated today than a lot of the works from the mid-to-late nineties, just as video games sporting early 3D modelling embarrass us with their hard-edged polygons for facial expressions. Yet, if it can fail to do nothing but bring up bad memories and the customary pangs of nostalgia (part of it for forum drama, probably), it's worth remembering that there were a lot of lessons learned from that time and a great many figures who earned their stripes, as well. DooMAD is one such figure, and his Mephitic Purity sports most of the best of what's true of that period of level design, even if the eleven years between drinks might have allowed for a bit of.... correction, in hindsight. From the very first room it feels like a Simplicity tribute. It's just missing the snarky blurb beneath the title and the washed-out blues to boot (there's lots of brown, though!). After a bumpy and tepid couple of opening rooms you step into a winding aqueduct/tunnel that's braced with cool architecture, and the first segment of what turns out to be a pretty interesting layout. It's attractive in that austere and streamlined sort of way, if a little flat and awkward to fight in; a lot of repeated, chunky details along otherwise straight surfaces; a very minimalist application of textures. This facet only strengthens as the map unravels, hitting its absolute peak around the middle after the player bears witness to some neat scripting and layout transformation effects, and gradually an impression of how well-realized and put-together everything is begins to emerge. Even the mostly decorative monster usage that at first had seemed like it could be the level's undoing appears satisfactorily part of the equation, now. Although, still, it does feel a little systematic... Purity is a charming caper that captures the better parts of the era that inspired it; or, at least, enough of it to form a picture that can block out the bad reminders in tow. The painstaking work that has obviously gone into its creation is on display in the form of cool-looking details and a coherent vision for overall design. Clean fun. Very brown. Bullet-points of Interest It's the noughties! Has a very strong identity. Coherent and satisfying. Clean and highly stylized visuals, even if the height variation is lacking. Tasteful use of ZDoom features, slopes in hallways notwithstanding. Combat is a little too simple and dragging, at times. A resourceful agent for the country strikes again!
  17. Version

    315 downloads

    All maps were created by The Mysterious Moustachio a.k.a. Matthew D. a.k.a. Matt534Dog a.k.a. Matt534Doom (on ZDaemon) a.k.a. MDC a.k.a. myself. My goal in creating this wad was to develop and sharpen my senses as a level designer and Doom wad author. I aimed for an atmosphere akin to DOOM and DOOM II portrayed in an updated visual style; I was really trying to face my poor skills in wad compiling and texturing/detailing. I think I improved somewhat by the end of E1 + E2. All of the music was provided for this wad by Dial-up for Murder. cc4-tex.wad was used as a resource pack. I used GZDoom Builder (Bugfix) r3018, Doom Builder 2, SLADE 3.1.2, and paint.net 4.0.21 to create all of the maps, compile the wad, and create a large portion of the graphics. The status bar was created by galileo31dos01 using SlumpED v0.7 (for testing), Paint, Paint.net v4.0.21. Additional Credits are listed below. :) MAP LIST -MAP01: Level name Teleporter Accident Music Track "Give Me Back My Future" by Dial-up for Murder Editor(s) used GZDoom Builder (Bugfix) Bugs Possible savegame/demo overflow in vanilla Doom. Can't get out of the starting room using -nomonsters. Inspiration Goofy ZDoom cinematic wads, valkiriforce maps, BTSX E1, and DOOM II: Hell on Earth. Author's comments I wanted to make a really goofy sort of cinematic intro that conveyed the idea that you are actually responsible for the demonic invasion on Mars. The rest of the map after that set out to make a fun and intense brawl more or less. This is the last level I created for this portion of the wad. -MAP02: Level name UAC Machine Labs Music Track "Mars Monolith" by Dial-up for Murder Editor(s) used GZDoom Builder (Bugfix) Bugs Possible savegame/demo overflow in vanilla Doom. Inspiration The Ultimate DOOM and BTSX E1. Author's comments I tweaked this level a good bit from its original incaranation. I have to say, I like it a lot more now; it's a lot more streamlined and cohesive while maintaining the same goals. -MAP03: Level name Cross Canyon Chaos Music Track "Deimos Monolith" by Dial-up for Murder Editor(s) used GZDoom Builder (Bugfix) Bugs Possible savegame/demo overflow in vanilla Doom. Inspiration Half-Life, The Ultimate DOOM and DOOM II: Hell on Earth. Author's comments I originally planned for this to be MAP01, and I designed it as such. The first base that the player starts in was meant to be its own "prologue" stage, and the other side of the canyon was meant to be the first level proper. It got too big in the second part (since I designed that first), so I shrunk the first base into a short intro to the map. -MAP04: Level name H2O Extraction Zone Music Track "Asteroid" by Dial-up for Murder Editor(s) used Doom Builder 2, GZDoom Builder (Bugfix) Bugs Possible savegame/demo overflow in vanilla Doom. Inspiration DOOM (2016). Author's comments This was the first map I designed for this wad. I drew this one out on paper, and it was orignally supposed to be a Beach Boys themed beach map... I'm curious to see what that might have looked like, but the original concept was that it was taking place during sunset. Hence, the copious amounts of orange, and hence the generous percentage of green and red sprinkled about to accompany it. It was only after this map was finished that I reworked the premise and textured it as a Mars techbase. -MAP05: Level name Big Ol' Crater Music Track "Rivers" by Dial-up for Murder Editor(s) used GZDoom Builder (Bugfix) Bugs Possible savegame/demo overflow in vanilla Doom. Inspiration E3M6 from UDoom, MAP13 and MAP15 of DOOM II. Author's comments My goal for this map was to create an outdoors Mars map -- something I had seen a request for in an "underused level themes" thread on DW. Without going to much into specifics, this is easily the largest map in the project, and I'm certain that it took me the longest amount of time overall as well to create just the layout. It too went through many iterations before settling on the half shadow-casted crater of today. -MAP06: Level name Mars Escape! Music Track "Phobos Monolith" by Dial-up for Murder Editor(s) used GZDoom Builder (Bugfix) Bugs Possible savegame/demo overflow in vanilla Doom. Inspiration This map was pure freestyle. Author's comments So the story meant to be conveyed here is that the scientist is attempting to escape Mars by transporting himself to Earth using the old model inter-planetary teleporter in this UAC base. Honestly, it kind of got lost in translation when I started using the Plutonia teleporters as a level bookend, but I think I made the ending teleporter for this map distinct enough to simply stand out from the rest. -MAP07: Level name This Earth Unknown Music Track "T'Pol Or Not T'Pol" by Dial-up for Murder Editor(s) used GZDoom Builder (Bugfix) Bugs Possible savegame/demo overflow in vanilla Doom. Inspiration This map was also pure freestyle. Author's comments This is one of the later levels I designed for the wad. It was a challenge for me to truly convey that this map and the last took place on two different plants -- two different worlds -- with one shared sky texture. Luckily, I think I crafted a convincing enough facsimile to distract from the obvious vanilla limitations. -MAP08: Level name Seismic Research Music Track "Panic! At The Drive-Thru" by Dial-up for Murder Editor(s) used GZDoom Builder (Bugfix) Bugs Possible savegame/demo overflow in vanilla Doom. Inspiration 1024x1024 maps. Author's comments Seismic Research is a 1024 x 1024 sized map; I merely wanted to see how well I could pull the premise off, and I then decided that a super short map like this would be an awesome break coming from the E2 opener and all of E1. -MAP09: Level name Mining Ops Music Track "Come On In" by Dial-up for Murder Editor(s) used GZDoom Builder (Bugfix) Bugs Possible savegame/demo overflow in vanilla Doom. Inspiration The Plutonia Experiment. Author's comments This is one of the first few maps I created for the project. The difficulty cranks up substantially here because I wanted to give the player the feeling that they are always under siege. -MAP10: Level name Filtration Station Music Track "I've Only Got One Emotion" by Dial-up for Murder Editor(s) used GZDoom Builder (Bugfix) Bugs Possible savegame/demo overflow in vanilla Doom. Inspiration Community Chest 4. Author's comments One of the last maps I made for E2, Filtration Station is an interesting map in terms of layout and secrets. I won't get into secrets here, but, as far as layout is concerned, the map reuses a lot of space. I think this is my most three-dimensional feeling map to date, and one of my most difficult. -MAP11: Level name Sewage Plant Music Track "Dave" by Dial-up for Murder Editor(s) used Doom Builder 2, GZDoom Builder (Bugfix) Bugs Possible savegame/demo overflow in vanilla Doom. Inspiration BTSX E1, The Ultimate DOOM. Author's comments Perhaps the most difficult map of the set (at least, for me, from a pistol start), I cut out large portions of this map and streamlined it like I did MAP02. The final version is much more fast-paced (and also grueling) than the original beta that I released in 2017. -MAP18: Level name Strike on Hectic Castle Music Track "The Chicken" by Dial-up for Murder Editor(s) used GZDoom Builder (Bugfix) Bugs Possible savegame/demo overflow in vanilla Doom. Inspiration Alien Vendetta, and DOOM II: Hell on Earth. Author's comments This map belongs somewhere in E4 of Atonement, but, since I've already released it on the thread, I'll just include it as a bonus map. It'll go somewhere from Map16 to Map20. The opening of the map was meant to convey a seige on a fortress, and the map proper would have begun as soon as you get though the front door. -MAP21: Level name Eternal Suffering Music Track "Jungle" by Dial-up for Murder Editor(s) used GZDoom Builder (Bugfix) Bugs Possible savegame/demo overflow in vanilla Doom. Inspiration Scythe, Kama Sutra Author's comments For Episode 5: HELL, I wanted to expirement more with how I used groundwork, enemy placement, and item scarcity in order to create a more significant challenge. Though this is an older map, it's still plenty challenging, and the progression I ended up with was a lot more abstract than my usual Atonement maps. This will go somewhere from Map21 to Map24. -Title Screen Music Track "Rivers (Ambient Mix)" by Dial-up for Murder -Intermission Screen Music Track "I'm Glad I'm Dead" by Dial-up for Murder -Text Screen Music Track "_ ______ _ ___ _____ ___" by Dial-up for Murder THE STORY SO FAR... Jesus Christ, it's finally done. The inter-dimensional teleporters you've been building on Mars -- under top secret conditions -- are finally finished, and testing day has come. Countless hours spent laboring over several machines, tinkering and tampering with circuit upon circuit, staring at white text on a black background. Your eyes are fucking sore. But none of that matters anymore. Because you know, when you flip that power switch, you will make history.
  18. gwHero

    Voxel Vehicles Pack 1.0

    Very, very nice. In fact, while I had already chosen to use 3d models in my wad, this voxel car collection now makes me doubt to kick the models out and bring these voxels in for decoration purposes.
  19. Guest

    Zombi Outbreak

    "Shooting two ps1 quality zombies with dumb animations." - Anonymous 1270001 This is Doom. 3D models for old game with 2D sprites... OpenGL rocks!
  20. TheMightyHeracross

    Temple of the Ancients

    It's an OK wad, but these models rips are horrible.
  21. Guest

    Dawn of Reality

    An amazing work, it's like having the hell in your neigborhood. However, you need a very faster computer. Maybe without 3d models or several smaller maps. 5/5
  22. Guest

    CQB

    Terrible looking models, enemies that take too many bullets to kill, maps that play badly and lack of enemy variety makes this a poor mod. Also doesn't help that it doesn't run because of junk characters in the DDFLANG lump.
  23. Guest

    The Plasticine Cacodemon

    For those who gave bad reviews, get this through your heads, NOTHING IS PERFECT, ACCEPT IT! Anyway, I think the idea is nice. It shows effort and noone has to be a great artist to show it. Of course with more practice, you can probably make the model look more like the original. I used to do stuff like this also (mainly the Space marine). Keep doing what you do, Maes, I know that your next set of models will make a lot of these bad reviewers shut up. -Alando1
  24. Guest

    ZanZan - Gzdoom Version

    Version

    70 downloads

    This is a conversion of the excellent Total Convesion for Doom by Edmundo Bordeau named Zanzan, where you play an immortal (not anymore) ruler of your planet. You plan on destroying a planet, that, as you believe, will lead to a war in the future. One of your servants does not agree with that, so when Zanzan, or you, sleep for one year, your former servant plans a rebelion against you to stop you from destroying the above mentioned planet. The very planet is .. Earth. Refer to Zanreadme.txt for more information. This TC had originally been built for a, now defunct, version of Zdoom's open Gl sourceport- Zdoomgl. The very old version (0.66) had md2 models support, which this mod uses extensively to create a new gaming environment. With the addition of md2 models support to Graf Zahl's excellent Zdoom sourceport-Gzdoom, I, Paul at DRD or Nmn, have taken care of making a version of the TC to run under Gzdoom. One of the reasons was that the old version of ZDoomgl the original TC requires can cause trouble to either set up, or display things properly. Another reason was that Gzdoom is more popular nowadays. Last reason was that I wanted more people to play this mod, as I think, without any hyperbole, it's very likely the best wad ever made, even if having only 3 levels. Have fun!
  25. Guest

    DOOM: The Combat Zone

    Version

    24 downloads

    This level was modeled after a "capture the flag" type game, in which two teams (configured to your choice) must attack the other Headquarters in order to activate all five switches, which will give them access to their team's end level switch. The first team to end the level using their switch wins! I tried to make this level as fun as possible for this type of play, so I included many sniper points, dark rooms, hiding places, and secrets, not to mention a bunch of ammo. Read on for more info as to the Game play. Also, if you just like trying out new levels, included many complex and "interesting" rooms, but I HIGHLY recommend trying this level with other people.
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