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Showing results for 'control' in files.
Found 377 results
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Version
86 downloads
An large tech style base with an high ammount of detail, it uses several Zdoom features. Overall an pretty good looking map, much time went into detailing all the areas. First serious attempt in making an non-linear map, im pretty pleased with the results I got. The map has skill levels so it should be playable for all types of skilled players. NOT designed for jumping sorry, you can grab the BFG9000 by jumping for instance. There are probably more things that will screw up gameplay if you jump, thats all and have fun. -
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Version
126 downloads
My long work for Hexen, which i was started in September 2013. It have only 4 levels, but it have "hub" mode. Story: The action takes place in parallel world of Hexen, where instead of Korax, world Cronos was attacked by D'Sparil and with the help of his army brought the chaos and destruction to this world. The task of heroes - crush the D'Sparil and destroy the Sphere of Chaos, which he uses to control his troops. -
Version
396 downloads
Sonic VS Green Hill Zone 3D is a game I made for RAGE 2018. A short 3D platformer TC where you guide Sonic as he discovers the dark secret behind Green Hill Zone. Every time you saw Green Hill, that wasn't nostalgia you felt... Controls are: Alt attack: Boost Attack: Roll Use: Respawn after death Jump: Jump Look: Rotate camera -
Version
25 downloads
The sequel to Superfast DUEL Speedmaps. A wad that was the result of a speed-mapping compilation on the Zandronum Forums in the late summer and early autumn of 2013. As the title suggests, this map pack is made with deathmatch in mind, but with support for sixteen players or greater. Each map ,whilst being made in BooM format, was to be finished in one hour with corrections allowed as a method of quality control. In the end, the group created thirty-five all-new deathmatch maps that play greatly for big crowds. -
As far as I know, no one of Doom Registered level designers ever created control sectors outside of the playing area lol. E.g. the stairs that lower in starting area of E2M2 DO use control sectors so it's barely incorrect to say: "Yeah, we had done the Doom the way Id did" No, guys, no. But overall the wad is cool. Except inescapable pit in E1M6
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Version
133 downloads
Phobos is a 4 level pwad set under a spectacular Phobos sky with Mars, the Red Planet, looming malevolently on the horizon. It loosely follows the story line of the first 4 Doom I levels but with larger, more spectacular, more challenging levels. Briefly, the levels are as follows: HANGER: You will discover a spaceport, complete with ticket counters and boarding gates that will have you boarding the next flight to get the hell out of there! NUCLEAR PLANT: This is where the electricity to power Phobos Base is generated. It is complete with nuclear reactor, steam generators, fuel storage pools, turbine hall, switch yard, and nuclear dump site. Your opposition will not want to let this place go! TOXIN REFINERY: UAC had an industrial chemical plant at Phobos Base complete with fractional distillation towers, chemical reactors, storage tanks, and control center. Your opposition has taken it and subverted into processing evil toxins! COMMAND AND CONTROL: This is the control center for the entire Phobos Base and the surrounding space of the Mars planetary system. This may be the place where the hellspawn of your opposition first invaded and decapitated the command and control structure for the entire Mars planetary system. They entered clandestinely from below! -
Version
37 downloads
The genetic experiments at the Universal Acme Corp. have gotten out of hand. You must clean up the mess, find the computer control central, shut it down and destroy it. This wad shows off many of the neat things DOOM can do. This is a polished wad with NO HOM and full alignments. Plenty of ammo and weapons if you use the right strategy. This level is designed for strategy and playability. Watch out for traps! You WILL be killed the first time through! Full support for single, multi-player and deathmatch. -
Version
33 downloads
Fourth in a series. You broke out of prison in "Prison Escape. You took out "The Star Chamber", The super secret organization That put you there. You then went "Back to HQ", and found out it had been taken over by a one world group. After regaining control of HQ, It's now time to take a vacation. So, you sign up for "Club Utopia". It's not exactly what you Expected. More creative architecture, and still a challenge. -
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39 downloads
A level for guys who want mainly to fight. You are now at Deimos moonbase in front of an area that planned as an storage area by the UAC, but not used yet. You found one dying space marine in front of the two large doors that could tell you only that the demons that invaded this area have two leaders hating each other and that there is a column with four switches that controls access to several areas.was -
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Version
29 downloads
UAC constructed a bolt-hole on the dark side of the moon which was terraformed for the purpose. It was known as the Waterwheel because of its shape. When you completed the cleanup at Deimos you were warped to the Waterwheel because the infestation had spread even there. You find yourself transported to the centre of the Waterwheel and need to find your way to the exit warp-point cleaning up as you go. Sadly, the hell spawn has already carved holes into the roof and the upper levels have been flooded. Fortunately, door blocks have prevented the flooding from spreading to the control rooms that make up the wheel(s) and the lower levels where the bugs from hell have constructed their dead-rooms. -
Version
46 downloads
A hell gate rose within the Congo Sector's main stronghold and its spawn completely destroyed all of the marines within the area. The main stronghold was built to house "The Green Machine" which was deactivated shortly before the invasion. Your mission is to reactivate the machine and regain control over the Congo Sector and its strongholds. The perimeter of the area is too highly protected, so the only way to progress deeper within the sector is by using the hell spawn's teleportation systems. You've been dispatched nearby the Congo Sector inside of an outpost. It's gonna be hard, but if you fail, the war will be lost. -
Version
51 downloads
Replaces DOOM2 maps 01-12 Map01: A small sea-side town, with a few buildings a large beach, a dock, a sewer, some ships. and plenty of monsters. Map02: Based on Laser Quest in Reading, includes a recption area, an airlock, the control room, most importantly the maze! Good with multiplayers loads of monsters again! Map03: A prisoner of war camp, with watch towers, guards, mess hall etc. Map04: A laboratory thats gone wrong, with a nasty acid pit to shoot your friends into, a reactor thats going to melt down and loads of nasty tricks and puzzles. Map05: The unholy church: the preacher reigns fire down upon you. and the congregation aren'nt to happy to see you either!. Map06: Fight your way through an infested starport, run along the luggage conveyor, shoot monsters out of the control tower from below. loads of vantage points, loads of monsters. excellent on multiplayer. Map07: Grab the gun infront of you, turn round and blow away your mate whose misfortune it was to not grab the gun in time. Brings back the feel of the western 'draw' Map08: The back streets. run arround the seedy hotel and monster ridden shopping mall stalking your mates Map09: The toxins in the toxin refinary have made the monsters multiply, excellent on deathmatch. Map10: Another multiplayer shoot-out. shoot at each other across the buildings. Map11: Pit your wits against the likes of spider and cyberdemons in the biggest monsterfest you have seen. Map12: Have a deathmatch in the confusing corridors of an old mine, It's Indiana Jones-tastic mate! -
Version
42 downloads
This is a level for Heretic. A group of Disciples of D'sparil are holding a ceremony to resurrect their fallen leader. In order to perform this ceremony they have taken control of a sacred elven church and killed its inhabitants. You must find the key, unlock its doors and put an end to their foul ceremonies. Of course, their monstrous minions are not going to let you just walk up and take the key, so you will have to deal with them first. -
I think that the combination between shotgun and chaingun combat, and the hitscanner shootouts this WAD offers are really fun and engaging. Pinky Demons are placed in areas where they're not frustrating, (The opposite being something I see very often, nice work Romero :P.) My only issue with this WAD is that one or two of the secrets, specifically those found in the darkened tech room, are sort of esoteric. The one where you have to jump from a platform isn't the worst, but the one for the Mega-Armour is annoying and in my opinion, unfair to find. Despite these small issues, I think that Phobos Mission Control is an excellent and exciting level to run through, and I applaud Romero for returning to the Doom Community to make new levels.
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I absolutely loved this mapset! The atmosphere was nailed perfectly; the tight corridors, tunnels, access ways, hanger bays, door controls, etc. made me feel like I was actually on board a UAC space ship. I played this with the bleeding edge version of Project Brutality 3 at the time and I felt that it worked well with this mapset. Dunno if part 2 in is the works but this was an awesome ride!
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Your map is advertised as prBoom+ compatible, but it breaks with a complevel set. The voodoo doll conveyer is controlled by a linedef that is 9472 units long. That propels it to incredibly high speeds. Under complevel 9, which is how most people will play "Boom-format" sets in prBoom+, the doll will linedef skip an essential trigger after the giant ring of former human troopers is vanquished, thus preventing the player from reaching the slightly more giant ring of former human sergeants. Conveyor control linedefs should be 32 units long. That way, they avoid all issues like that and also remain consistent from port to port. Normally, I only submit reviews for maps if I manage to play through them in full, but I'm making an exception here because game-breaking bugs and poor mapping practices are immensely helpful to disclose. Best of luck in the future.
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Mostly a set of mediocre, unappealing, rushed and unoriginal levels, with little quality control. Baffling that these were made by multiple authors that had a month more than the Dario brothers to develop their levels. Gameplay ranges from dull to sluggish. Not much to say. It's just a boring map pack, and far from being like Plutonia in both design and quality perspectives.
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