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Showing results for 'cc4-tex.wad' in files.
Found 13 results
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Version
75 downloads
A collection of story-driven relatively short maps based on some rather old ideas of mine which I've finally managed to realise in more or less adequate way. These maps are a bit harsh, but hopefully still provide some not-so-common visuals and deep atmosphere, as well as fast-paced and at times rather furious - but in general moderately difficult - gameplay. Technically there are 7 maps with 6 playable and 1 tiny outro map to prevent player from moving further into Doom 2 maps. IMPORTANT - cc4-tex.wad is required to play. There's also some .OGG music tracks so port with .OGG support is recommended - though not necessary - to play this .wad the way it's intended to be played. -
Version
149 downloads
The goal of this speedmapping session was to create maps within a 3 hour time limit. Overall, we ended up with 14 maps, made using the following themes: 1) Maximum of 6 textures and 6 flats; 2) Maximum of 46 monsters; 3) Boxes!! Crates!!! Heck it, e2m2!! Yay!!!; Bonus 1) Only use cc4-tex.wad textures; Bonus 2) Every adjoining sector must be a different height (at least 4 units difference). Only one theme needed to be used. Maps were created on 11/4/17, during two separate sessions throughout the day. Map09 was removed and replaced with a buffer level of sorts. -
Version
40 downloads
Impure Offering is a single player map for the Doom 2 IWAD in -complevel 9 that plays in the map 20 slot and requires cc4-tex.wad. The original intent was to create a map inspired by map 02 of Vanguard, but with a very-high, at times slaughter-ish, monster count and fierce difficulty. I don't think it actually ended up playing anything like any map Skillsaw has ever made, but I am very happy with the result regardless. The "fierce difficulty" aspect certainly is in evidence in the final product, though. Skill levels have been implemented -- HMP is akin to the earlier parts of Scythe's third episode on UV, and keeps the overall pressure mostly intact, with its main concessions being the removal of some of the most troublesome individuals. HNTR is more of a "traditional run-n-gun UV" experience. Impure Offering on UV is intended to be a real challenge, and should shed some blood from even the most skilled Doomers. -
Version
43 downloads
Three maps taking place in a virtual reality infected by Hell. Made in January-February of 2015, these were inspired by various cyberpunk, vaporwave, and other, similar sci-fi music and artworks - in fact, it was intended to be the part of a bigger mapset that couldn't happen eventually. I wish I could tell anything else, but that's all: finished maps waiting in silence for almost two years. I hope you enjoy them after so much pause! Good luck! cc4-tex.wad fully included, with some textures replaced by own creations. Music: "One Must Fall 2097 - Menu v1.1" MIDI Maebashi Station - Chicago Skaven - Walk it off Deus Ex: Nihilum OST - Queens, ambient track -
Version
16 downloads
I draw a layout on a paper within five minutes, then sketched it out in SLADE 3, copypasted it twice, and made a map out of it. The result's not terrible! Also texturing is hard. This map is also in DUMP 2, so as a result, the map is fairly bulletproof to jumping and crouching, in the interest of the map playing the same between all the supported ports. Vertical rocket jumping will still break everything, though. The demo is partially there to show you that yes, I have beaten the damn thing, and also to show you that you don't have to do it in the order techbase -> cave -> hell. The map's actually pretty open-ended in how you do things. (9:55, UV, 100% kills, 0% secrets) Par time is 10 minutes. Props if you get it under 9 with 100% kills. NOTE: Requires cc4-tex.wad to run (WITH BRICKPLA). My understanding of it is that it's been updated a few times, so just to be sure, check the md5sum of your cc4-tex.wad, and if it matches what's below, you're good to go. Otherwise, you'll need to update. md5sum: 3b2ae93bc2cfb06e97ec4f2687ba6050 ... or just check for BRICKPLA, but that's too easy. NOTE 2: You'll still get a couple missing textures if you play the mod in a non-ZDoom port. Don't worry about those - they're in ZDoom-exclusive easter eggs. -
Version
18 downloads
*REQUIRES CC4-TEX.WAD* Two short maps with that share the same music track. "Demon Laundry Day" is just a little map that I made for having fun with red and black textures. I had no greater purpose for it, so I gave it to Blackfish' Just GZDoom project and decided to package it here with Map02 to give myself a finality from these two maps. "Base Dun 0" is a short-medium size map that is challenging despite a low monster count. Not very non-linear although gameplay can vary greatly depending which way you go from the start. -
Version
19 downloads
After saving the planet from demonic invasion, you took a job as a security guard at a nuclear waste management facility. You just wanted a nice, quiet job and to forget about Hell for a while. Unfortunately, Hell has not forgotten You. REQUIRES CC4-TEX.WAD NB: the light levels in the map are intended to be gloomy, but not DARK. Use whatever gamma feels comfortable for you for playing IWAD map02 and you should be OK. -
Version
300 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. -
Version
108 downloads
My 12-level Megawad for Doom 2/Final Doom, and sequel to my previous work, Damnation. Horror-themed but still with plenty of action. Uses .ogg music files for the levels and text screens, as well as ambient sounds throughout the levels. Continues the story of Damnation, with the surviving marine encountering the Thanatos Base on the borders of the system. Overall difficulty of the Wad is hard, with some difficult encounters in addition to some surprising tricks and traps. Levels are generally large, and average about 10-15 minutes in length each. Uses some monsters/weapons/items from Skulltag. Requires Zandronum, as well as the additional files in the .zip (cc4-tex.wad, q2tex.wad, IDTEX.wad, skulltag_data.pk3, skulltag_actors.pk3). Read the .rtf file as well if you want to know more about the story and details on the development of the Wad. -
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Version
163 downloads
My 32-level Megawad for Doom II/Final Doom, it has an MP3 Track for each level and text screen, uses ambient sounds from Doom 3, Quake 2 and others. Also uses textures from cc4-tex.wad and q2tex.wad. Requires Zandronum, skulltag_data.pk3, skulltag_actors.pk3, and cc4-tex.wad and q2tex.wad, all of them (except Zandronum of course) are included in the zip file, and though the Wad is meant to be played with Brutaldoom, it's not required. Overall the difficulty of the Wad is hard, so if you're a casual player, do it on easy, if you're a pro, do it on normal/hard, etc. Most of the levels are very large and may cause low frame rates. Uses enemies and weapons and items from Skulltag (though weapons may not work depending on the Zandronum version used). Read the Doom - Damnation.rtf file if you want more details and are interested in the story. Follows the story of a space marine present on the planet of Kronos when a demonic invasion hits. -
Huge work - 5/5. However, monster placement can be better (too many popups, huge open areas with revenants is soo 1996), little architecture variation (repetitive, color), no adventure feeling. Got bored after half an hour or so. All in all I simply didn't enjoy playing this wad as I did with many others: 2/5. Overall: 3.5/5 as it is now. Sorry if you don't like my opinion. BTW even with a cc4-tex.wad I grabbed from the net there still are some missing textures.