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Found 24 results

  1. Guest

    First Phase

    Version

    45 downloads

    This is my first Doom (2) map. I thought it would be fun to remake my first Doom (2016) map. This is why there are so many unusual features, like double hallways, as it's based on the Snap Map prefab modules. I had to change a few things, to account for Doom's limitations, and also just to experiment with some different ideas. The original Doom (2016) version of this map can be found on Snap Map. The map ID is VYQD8XR5.
  2. Version

    1679 downloads

    The highly UnAnticipated sequel to 2016’s highly UnDerwhelming UnAligned! 32 bigger, badder, and even more bizarre maps for vanilla Doom II.
  3. Guest

    Courtyard

    Version

    36 downloads

    A map I created while waiting for the new Doom (2016) game, puzzle based arena map. Open to criticism, this being my first completely finished map.
  4. Michael Jensen

    ECHELON

    In 1998, Sverre Kvernmo was named as one of the best doom mappers. In 2016 he released a megawad which proved he's still one of the best. Echelon is creative, unique and has great architecture and beautiful levels. The atmosphere is unlike anything I've seen before in a Doom wad. The first levels took me off guard because of how short they were, however, Echelon is more about the continuous experience than individual levels (although there are many levels which are great on their own). I've never completed a megawad in one sitting before, but I just could not stop playing. Echelon goes right into my top 5. I wish Sverre Kvernmo would return again to make some more maps.
  5. Guest

    Legacy of Heroes

    Version

    218 downloads

    Legacy of Heroes is a Boom compatible episode for Doom 2 with 11 levels. The maps use the textures from Eternal Doom and the themes for the most are fantasy oriented. The maps also feature a more adventurous style and the level progression was made to make feel the episode like a continuous journey. Some levels are very long and all of them were desgned with pistol starts in mind. The last level has a custom dehacked boss. This is the first wad I started to work on it, the development started in March 2015 and ended in October 2016 though works weren't continuous.
  6. Guest

    Counterattack

    Version

    4353 downloads

    Counterattack is a 7-map mini episode for Doom II. Each map was designed to be played from pistol-start; continuous play is fine but will make the play through much easier. This map set originally started out as a single map contribution to the Vinesauce map contest held in 2016 by Joel "Vargskelethor". The map in question (MAP02) was started on in early September, and finished on September 9th. Afterwards, I officially started the project on October 10th (shortly after finishing MAP04). My goal with this project was to exercise with the Doom II texture assets, and to create some maps for practice. All maps use stock Doom II textures (aside from skies and minor extras). The maps are medium-to-large in size and have many different paths that you can take. Replayability was a design goal I tried to aim for. Difficulty is somewhat middling, but should ramp up a bit towards the end. There is no way to exit to MAP31, so you will have to warp to it in order to play it. There is a secret exit in MAP31 that leads to MAP32, so have fun hunting for it! Note that MAP06 and MAP30 are not meant to be a part of the main campaign. MAP06 is for story purposes for ports that can't display the ending text. MAP30 is there as a way to keep the game from [potentially] crashing because I replaced some of the IoS things in the DEHACKED (its also a dumb in-joke). Also note that you shouldn't use jumping or crouching in these maps. It has been disabled in ZDoom, but some ports will still allow it. If you do use jumping or crouching, you may break the maps. Mouselook is ok but it may make certain secret triggers easier than intended. Note for PrBoom+ users: Use complevel 9
  7. Havoc Crow

    The Deimos Incident

    An E2 replacement, consisting mostly of the author's previously released maps. Just like E2, the overarching theme here is a techbase being overrun by Hell. Thanks to the large amount of detail, the resulting distortion of reality comes across very strongly, with most rooms being a bizarre amalgamation of earthly techbase and infernal torture-chamber. What I didn't like were most of the outside areas, which look messy and ugly; the interiors are a lot more pleasant to look at. The difficulty level is perfect. The challenge is just high enough to keep you from dying too many times, although you'll have tense moments of low health. The mapset's a very good choice for people like me who like playing without saves; it is hard enough to be fun from beginning to end and has no unfair traps (except for an unexpected crusher near the end of map05.) I've grown weary of most Doom 1 mapsets, since they struggle to keep the action interesting across an entire episode without Doom 2's extended enemy roster, but in Deimos Incident the enemies are used perfectly and the fights never get old. Easily one of the best episode replacements I've ever seen, and one of the overlooked gems of 2017 (though, if you want to be exact, some maps were first released in 2016). Strongly recommended! [Originally written Jan 2019 for The /newstuff Chronicles]
  8. Guest

    2017 Collection

    Version

    220 downloads

    A series of maps I made over the past year and a bit. Map 01 - Initially the opening map for a 'Thy Flesh Consumed'-esque project for Doom II Maps 02, 03 & 04 - Maps for a shortly-lived one-man Megawad I was working on in 2016. Map 05 - Started off as a collaboration between myself and AD_79 for the 2016 Doomworld Mega Project, which I polished up & finished after the year ended and that ship had long since sailed.
  9. HAK3180

    Good Morining Phobos

    Good Morning Phobos is a very well designed, cohesive megawad that takes after TNT. There were some frustrating ammo moments (usually too many goodies in secrets) and some moments that felt simplistic, but by and large these are fun levels that look great with lots of excitement. You feel like you are simultaneously in 1996 and 2016 in terms of atmosphere. My favorites are 05, 11, 12, 16, 22, 24, 28. It's not a "hard 5," but it's at least 9/10. I would recommend this to anyone who has even the slightest interest in "conventional" Doom wads.
  10. Guest

    Cursed Realms - Path Over The Abyss

    Version

    77 downloads

    This is average duration map (about 15 minutes) in gothic\marble styles. Created special for Vargskelethor's Doom Mapping Contest 2016.
  11. Guest

    Brown and Red

    Version

    43 downloads

    This is a single Boom-compatible map made for the Vinesauce mapping contest of 2016. It's a bite-sized slaughter map. Ultra-Violence is intended to challenge the best Doom players, while any moderately experienced Doom player should have a good time on Hurt Me Plenty, and the lowest difficulty is implemented too.
  12. Guest

    Interloper

    Version

    22 downloads

    Investigate scientific facility and... you know what it is all about. 5 levels map pack inspired by Doom 2016 and designed to beat in one sitting with your favourite weapon mod. Skill levels included but UV is the way it is meant to be played.
  13. leeor_net

    Legacy Of Suffering - v1.01

    It's good in a lot of ways but I'm not sure I'm completely in love with the gameplay. I never liked being cornered inexplicably in a small room being attacked by large waves of monsters and I hated Doom 3 for that (though Doom 2016 does it really well). Level design makes sense to me in terms of a military complex. Generally speaking you're not going to get lots of interesting architecture, just something functional and this generally demonstrates that. Nice work.
  14. unidenti7ied

    Japanese Community Project

    A must-have for everyone who plays DooM imo. I enjoyed this very much. Superb music, excellent gameplay and architecture. Definitely deserves a 2016-Cacoward :) ps.: as you play through this, make sure to enable automap in map 8! ;)
  15. 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.
  16. Guest

    Sucker Punch

    Version

    78 downloads

    Sucker Punch features 9 small single-player maps for Doom II, tested in PrBoom+, ZDoom, GZDoom and Doom Retro. The WAD is made up from three mini-episodes of three maps each which escalate from easy (with green details) to harder (yellow) to hardest (red). The maps should take no longer than two or three minutes each to play and are designed for pistol starts. Difficulty settings are implemented. This WAD was originally shared in January 2016 with three maps; this version has minor improvements to those three, six additional maps in two new themes, and some new custom graphics (a TITLEPIC, level names, etc.) PLEASE NOTE: Sucker Punch requires the Community Chest 4 texture set (cc4text.wad) to be loaded alongside the WAD. // Maps and Music // Title music: 'Main Title' from Eternal Champions Intermission music: 'The Selection' from Rolling Thunder 2 MAP01 - "Maintenance Run" ('Warhead' from War Gods) MAP02 - "Attrition" ('Regeneration' from F-Zero X) MAP03 - "Those Who Wait" ('Chinese Revolution' from Chamber of Shaolin) MAP04 - "Assault and Battery Acid" ('Jetta' from Eternal Champions) MAP05 - "House Full of Bullets" ('Act 1' from Crack Down) MAP06 - "Rev-olution" ('Stage 7 Bellon' from Zero Wing) MAP07 - "Compression" ('Fire Field' from F-Zero) MAP08 - "Nothing Dead Will Go" ('Descent into Cerberon' from Quake II) MAP09 - "Hardpoint" ('Gravity Well' from Quake II: The Reckoning)
  17. magicsofa

    Doomworld Mega Project 2016

    Note: Originally written for /newstuff... figured I'd post it here... You know how sometimes your memory completely fails you? I'm sure it's happened to me before but I can't recall... oh wait, it's all coming back to me now. I do remember looking at the sign-up thread for one of the Doomworld Mega Projects. For some reason, though, that memory was lost when I ventured to review DMP 2016. And so, I came at this with no predispositions, almost like a virgin Doomer who had never downloaded a PWAD before. It's a good thing I'm obsessed with reviewing this sludge pit of WADS in perfect chronological order, because otherwise my instincts would have turned me away. Which, come to think of it, isn't that good of a thing. But suffering is necessary, at least if you want to complain as much as I do. So the first thing I found was a beautiful description of my near future. "A megawad with 50 maps." Oh yeah? I have so many questions already. 50 what maps? 50 maps why? Are they good maps, or notable maps, or cheesy maps, or maps of maps? Of course since the text file refuses to do anything other than pain me with knowledge of how dreadfully long this adventure will be, I have no choice but to fire it up and gaze at the equally beautiful titlepic. I was delighted to see something totally original: The regular doom II titlepic turned to grayscale, and then vandalized with sloppy red MSpaint text. Okay. I guess I still want to see what's inside, even though the box is literally smeared with feces. I can't whine about the text file too much because it actually describes DMP 2016 in humorously accurate minimalism. This is a megawad, and it has 50 maps. And they are ALL the maps. Did you want an empty map that's too easy? It's in there (but it's not the first map). Did you want to get shredded by annoying hitscanners? It's in there. Did you want a nice-looking map with decent gameplay? It's in there. Did you want a gimmick map to jump in front of your car, causing you to crash and waste thousands of dollars on repair? It's in there. Did you want a severe waste of time? Well, obviously you did, since you chose to ignore the awful presentation right from the start. Censorship is not really my thing. I like that people can make joke WADS. The fact that we can map to our heart's content, with only the boundaries of the game engine and our own imagination to contend with, is part of the reason Doom is my favorite game ever. But to me, DMP 2016 is almost worse than a joke. A joke wad is meant to troll you, to get a quick laugh, and to offer a small respite from the other side of the spectrum - obsession over detail and perfection. But this isn't supposed to be a joke. I mean, the title pic is an insult to your senses, but you arrive there in confusion because of the description: A megawad with 50 maps. It doesn't say a jokewad with 50 maps including some actually good ones. It also doesn't say 50 good maps but some are actually not so good. It just says 50 maps. And that's what it is. This WAD is like a reflection of the /idgames database itself. Just hit "random file" and play whatever you get. Your experience will be almost indistinguishable from playing DMP. Except wait, when you hit "random file" you usually get a sane description of whatever garbage you are about to force yourself to eat. That way your stomach enzymes can get ready for the torture. DMP offers no such preparation. When you start, you are given a hub map from which you can choose any of the 49 other "normal" levels. It even has cute little screenshots of each map with the author's name. But is there any description of the maps, or indication of quality, difficulty, style? Nope. It does say which compatibility those maps were made for, because why would a WAD be tailored for a single port? Fuck it, let's have vanilla and GZDoom all rolled together in a horrendous mapping burrito! My favorite part of the hub is that it doesn't even indicate which levels have been completed. That's right folks - you get the honor of remembering which ones you have played already! Completing a map doesn't bring you to the next one...it just spits you back to the hub. Naturally I resorted to warping to each map instead, for want of saving my forehead and keyboard from destroying each other. There are some good maps in here, and since they cover almost all play styles imaginable, there's probably at least one that will appeal to you. I enjoyed "Teenage mutant ninja demons", "Bliss Toxin", "The Swarm", and "Ancient Base". If you scroll down the text file there is a description of each individual map, so if you feel like reading a book instead of actually playing the game, you can try to find out which maps you want to see beforehand. But I'm not here to review these maps as if they were released standalone. I'm supposed to review the WAD as a whole. I said that I'm against censorship, and in the case of people deciding to throw together random compilations of maps with no theme, no quality standard, no organization, and no logic of any kind, I would say "Fine, go for it." And then as a player I would proceed to download something else, something that's actually worth my time. But as a reviewer I am submitting myself to even the worst quality maps, in order to hopefully help other players find WADS they like, and to give authors praise for well executed designs, as well as criticism in areas that could be improved. At least with a map set created by a severe newbie, there's some amount of effort, some vision, some kernel of good Dooming to be found. The mistakes can be seen as necessary learning along the noble and never-ending path to Master Mapper. But this "Mega Project" is impossible to review in that light. Sure, some of the maps were good because they looked nice and played well, and some were fun because the gimmicks were a success. On the other hand, some were very amateur, very annoying, or just so different from their neighbors, that it spoils the entire thing. One bad apple ruins the barrel, they say. And this has more than one bad apple. One map is a repeating series of rooms each with a door, a cybie, and some soul spheres. It's kinda funny, but the fact that it's placed alongside serious maps makes it more insulting than amusing. I would be embarrassed if I actually created a nice map for this project. And if I was an aspiring mapper looking to join up with the community to improve my skills, I would have wasted my time, since nobody cared about the quality of submissions, and nobody will care to play it and focus on constructively criticizing it. If you really want to make a map just for the hell of it, and then throw it in the garbage, I won't stop you. But if anyone thought this was anything more than a dumpster fire, I can't find much appreciation for your work. I've heard rumors that later installations of DMP have some sort of organization in terms of quality, so we shall see what that looks like. But as for the 2016 edition, you should only download it if you enjoy wading through sewage in real life.
  18. NightFright

    No Sleep for the Dead

    Masterfully classic architecture with superb lighting, spot-on monster placement and smooth gameflow turns this into a must-play for anyone who likes vanilla-style maps. Van der Veken cleverly mixes in elements from ep.2 and 3 without losing the KDITD touch. Could have easily been part of the original release of the game. Skillfully executed, fun to play, making you demand more. Needless to say, you gotta download this if you want to check out one of the classic Doom highlights of 2016.
  19. Guest

    Tough Guy 2016

    Version

    21 downloads

    Back when Doom was shiny, new and exciting, in June 1994, Rick Farmer released a level which he named TOUGHGUY.WAD. The main gimmick of the level were "silent teleporters". Kinda. The level came with a BAT file to replace the necessary sprites, but as it relied on DOS utilities, playing TOUGHGUY in 2016 is a pain in the neck. So I took the sacrifice, included all the sprites and sounds and released this for j00 to behold its tutti-fruttic 1994 magnificence. Other than the included sounds and sprites, I did NOT change a damn thing about this very tough wad.
  20. Guest

    My First Wad

    Version

    13 downloads

    This is (obviously) my first wad, made for the Vinesauce 2016 Doom Mapping contest and submitted to said contest two months ago. I was originally planning on uploading this once my wad was played on stream, but since Joel seems to be inundated with so many wads that it'll likely be months from now before he finally gets to playing mine, I figured I might as well upload it now. Map01 is the very first thing I've ever made in Doom Builder, originally based somewhat around MAP01 of doom 2 but deviating more from that general concept as I worked on it. Map02's basic premise is shamelessly copied from Map08 of doom 2, and is objectively the best map of the 3 uploaded here Map03 was made almost entirely while intoxicated, and plays around with outdoors areas. It also has a lot of graphical issues if not played in GZdoom or Zdoom, and is really terrible in general as a result of the aforementioned intoxication.
  21. Book Lord

    Fragport

    Stephen Clark, a.k.a. @The Ultimate DooMer, is one of the key figures of the Doom community in the early 21st century, an author that is best known for his important ZDoom contributions and for amazing creations in the worlds of Heretic and Hexen. I had no chance to examine his extensive body of work, but his Boom-compatible entries in the Community Chest series allowed me to experience his technical competence and design habits. When the DWMC chose his first vanilla megaWAD for March 2023, I approached it with a mix of curiosity and concern. Fragport was Clark’s debut on idgames, and it was no humble beginning. Not only it was a full 32-map replacement, but it also included custom sounds, additional textures of practical purpose (most notably the revolutionary ALPHABET used to write signs and marks in maps) and sector tricks that must have been innovative for their time. Another exclusive feature was the seamless progression between levels: the starting zone of the next map was always seen before hitting the exit line or switch, and in the same fashion the player could turn around from the start and get a glimpse on previously traversed areas. Surely it was an expedient to break maps that were too large for the vanilla engine, but it also improved immersion and storytelling. The player impersonates the top marine Jody Russell, sent to the remote city of Fragport to investigate after communications with the local military bunker suddenly ceased. His ‘call sign is 'Kill Crazy' because (he) kill(s) like crazy and love(s) every minute of it’, so he was the best choice for a dangerous mission into the unknown. The protagonist is shot down by demonic alien invaders, is captured and moved to a desert prison, presumably for execution. He escapes instead and begins a long trek through the brown stone mines and wastelands surrounding Durncrag town. He leaves with a motorboat and manages to sink an ironclad ship carrying monster reinforcements. After a detour on a remote island, Jody crashes his second boat on barren shores and slowly approaches the military installation, disarming the demon-operated defence system and then navigating the sewers into Fragport. Fighting from district to district, he discovers that the invasion started on an artificial moon hosting a tech city, which he promptly reaches by boarding on a spaceship. He resists the assaults of the hellspawn and their vicious traps, until he finds the reactor core and blows it up. He barely escapes the moon and returns to Earth to be celebrated as a hero. I could not omit a plot summary when presenting Fragport, since the unfolding story and the adventures of Kill Crazy were a prominent feature. A lot of effort has been put in creating a plausible journey, building varied places to explore, and providing realistic connections between them. I admire The Ultimate Doomer for the method, the rigor, and the creativity he put in his Doom efforts: the progression in his maps tends to be a little obscure, but ultimately it becomes clear thanks to the visual hints, achieved by writings and colour codes. Nevertheless, Fragport could not cancel my bias against his lack of restraint. Sometimes he could not realise that too much was too much, and that a stale part of a level could act like a ball and chain. The megaWAD had a few exciting combat moments and an outstanding construction for 2001, but for the most part its gameplay was grindy and repetitive. Despite a brown palette dominating 20 consecutive maps, there was enough variety in the environments and nice Doomcute props to make the exploration interesting, but when I reached MAP13 I was sick and tired of searching for three keys in every level. The mechanic stayed firmly in place until the end, with coloured switches being added to string out the progression even more. Maps tended to last 18 minutes on average for less than 10 hours of total completion time, placing Fragport in the vanilla age that preceded the sprawling limit-removing creations of the following years. I played continuous on Ultra-Violence, with savegames mid-level (not during encounters to cheat the RNG or to facilitate anything), and I spared myself the ammo deprivation issues reported by pistol starting DWMC members. Still, I found myself nearly out of ammo at the end of MAP24, and levels like MAP30 did not accommodate for a wasteful behaviour. Besides a resource distribution favouring continuous play, the difficulty seemed rather flat throughout the megaWAD, with only a few harsh monster deployments taking place in the third episode. I felt more challenged by the exploration and the occasional puzzles, especially on MAP29-30 and during the unconventional trial that was MAP32. The author invested all his skill in the super-secret level, based upon a British gameshow and reproducing both its challenges and settings with the Doom engine. It must be noted that Stephen remade this map for GZDoom in 2016, inspired by “The Crystal Maze” new live attraction in London, and that it counts as his last submission to idgames. This meticulous undertaking perfectly represents The Ultimate Doomer as a mapper, showing his pros and cons, and it aptly stands as the current alpha and omega of his successful career. If the secret levels were worth seeing, and their uncovering process on MAP15 was one of the nicest moments in Fragport, the standard secret compartments seemed casually placed. The statement ‘for those of you who like secrets, there are at least 3 in each level’ confirms they have been added just for completeness, and it surprised me that some were nearly mandatory in the later maps. The original megaWAD used stock music, but I chose to play it with FragportMidiPack_v1.0, released for the 20th anniversary. The compilation included popular songs, mostly rock and heavy metal music that predates Fragport’s release, with only a few tracks being an exception. I do not mind the soundtrack very much, except when it feels created exactly for the maps, but I generally enjoyed @P41R47’s choices. They usually matched the pacing of the map or had a thematic connection with the environment that got a smile out of me. Fragport was a bold experiment in 2001, an attempt at bringing Doom on the same level of more advanced games like Quake 2 and Half-Life. Stephen Clark compensated for the engine shortcomings with his own creative solutions, bringing a huge one-man project to completion where most people would have given up. A 32-map megaWAD is an exhausting effort for a single author though, as confirmed by the lack of fresh ideas in some parts of the second and third episode. In retrospect, the boxy level design, the monotone texturing of large areas, the repetitive mechanics, and the copy-pasted encounters caused the experience to become less and less engaging as Jody Russell progressed towards his objective. This should not discourage vanilla enthusiasts from giving Fragport a try, since there are small wonders to be seen in addition to the highlights listed below. A super-solid first submission from a staple of the Doom community, after more than 20 years it shows its age and limits but also the power of method and resolve, two qualities that The Ultimate Doomer possesses aplenty. Best maps: MAP 11 – Military Bunker MAP 13 – Pipe Factory MAP 15 – Freight Depot MAP 23 – Monad Other standout maps: MAP 01 – Desert Prison MAP 19 – Dockside MAP 22 – Tech City MAP 28 – Sub-Level 05 Special mentions map: MAP 32 – The Crystal Maze Detailed commentary of each map can be found in the March 2023 DWMC thread.
  22. Turbine2k5

    Ancient Aliens

    Ancient Aliens is one of those WADs that, once you play it, you'll understand exactly why it won a Cacoward. Skillsaw designed this 32 MAP masterpiece, a HUGE step up for me since all I've cleared besides stock Doom and Doom II was Eviternity. The WAD starts with a quiet desert day and a peyote pipe, and launches you into a hectic level set filled with Archviles, Cyberdemons, annoying Arachnotrons, and a couple of new enemies: the Stealth Alien who runs around cloaked until it stops to shoots bolts of plasma at you, and the Alien Guardian which looks like a floating skull-cube that pumps a triple barrage of Revenant missiles at you. The HP on these guys is thankfully low, but the monster placement is (mostly) so well placed they don't become as much of a pain as you might think. The environments are extremely pretty to look at; the first episode has you in a sort-of New Mexico/Egyptian vibe with stone structures and sunset skies. The second takes you to the stars as you explore massive alien structures and study strange hieroglyphics. And finally, the last has you starting on a distant planet, exploring the landscape to discover who the aliens are and what they want with you. Skillsaw's use of textures is fantastic. Deep purples and blues really sell the vibes, and some borrowed bits round out a great space for the player to fight in. Another great factor is the music. Stewboy lays down some great tracks, with everything from upbeat techno to Native American sounds. One of my favorites is The Incessant Flow of Time, paired with MAP 02 it sets a great tone for the WAD. You can find the soundtrack on Bandcamp and I would highly recommend listening to it, even if you don't play this WAD. Finally, the levels are top notch. Skillsaw has a style you soon learn to recognize. He gives a little and demands a lot out of you with interesting traps and tricks to make the player adapt to new conditions and really consider their next move. The rocket turret of Ancient Navajo Wolf Warp, the frantic arena of Wormhole Junction, the berserk-fueled rage of Crash Landing, and the mini levels from Leave Your Sol Behind. Ancient Aliens has fantastic level design with fair fights and great surprises. There are a few notable outside contributions: Joshy puts up two great levels (even with one having a very nasty Archvile trap), AD_79 comes in with Code later in the third episode, and the famous Culture Shock by Chris Kassap with some changes by Skillsaw. Stewboy even throws in a great MAP 31. However, there are a few poor maps: Acerola-Orion by esselfortium is great except for the inability to explore the level again after entering the final arena (something that Skillsaw always seems to remember for those of us who want to kill first and find secrets later); Trinary Temple by Pinchy is a slog for the first half, having to deal with distant hitscanners and a nasty final room with 2 Cyberdemons in an enclosed space; and Egyptian Metaphysics by Tarnsman is practically Plutonia with the Ancient Aliens skin, as there are WAY too many chaingunners for my tastes. But overall, this WAD is a masterpiece. A fantastic challenge for both new and old players, this WAD will test your abilities and force you to improve or die. What's the best map pack of 2016? I'm not saying it's Ancient Aliens, but...
  23. Guest

    Doomed

    Version

    53 downloads

    Original music by Marc A. Pullen (marcpullen@comcast.net) Album Title Doomed Released 2016-08-04 (Aug 4) Where can I get the highest quality tracks from? https://www.youtube.com/watch?v=XJjPllsAjrs https://soundcloud.com/marcpullen/sets/marc-a-pullen-doomed The OGG versions in this WAD can be reused/extracted/remixed for whatever you want, free of charge. Just mention my name in your credits, that's all! The OGG versions are slightly lower quality, so please grab the highest quality WAVs from my SoundCloud url above if you want to redistribute these. I don't mind if you want to redistribute the music, just grab the best sounding ones please. You can also direct people to using this WAD for music in your project. The LUMP names for the album are: [LUMP] - [SONG TITLE] ------------------------------------------------------ 0A - Intro (meant for the DOOM title screen music) 0B - Inter (meant for the DOOM inter map music) 01 - Into The Pit 02 - Wading Through 03 - Within Reach 04 - One Way Out 05 - Ambushed 06 - Falling 07 - Last Chance 08 - The Chase 09 - Last Man Standing 10 - Secure The Perimiter 11 - Out Of Time 12 - Too Late 13 - Another Way 14 - They Have Arrived 15 - The Sacrifice If you want highest quality, download the raw WAV files off my SoundCloud page (link above). The mapping below should cover most IWADs: DOOM DOOM 2 and HacX (they use the same LUMP names) HeXen Heretic
  24. Guest

    Abandoned Misery

    Version

    8 downloads

    This map was included in my huge project 'TGRDM3'(Morgenstern) that originally started back in 2007, but I finally decided to kill the project on the 26 October 2014. The development time was going to take several more years to complete, and making maps that uses 3D Objects - heavily - on a 2.5 game engine is overly complicated along with its limitations. Abandoned Misery was originally half-way designed back in 2010, but later completely redesigned in 2013 (which is the version released). I honestly believe that this is the first - real successful Deathmatch map I have ever created in my entire history of Doom modding. Call me bias, but I have rejected approximately 37 maps that I have created for the TGRDM3 project, but this map is one of the survivors in the new stock set. I hope others enjoy this map and possibly use it for other projects. Revision Update (23 June. 2016) This is a revision update from the last known release. Updates: This update addresses several issues and minor changes that were resolved in the TGRDM3 project and has been imported onto this project. Imported the maps from TGRDM3 to AMISERY: Abandoned Misery and Abandoned Misery [Lite]. This is an updated version of the maps previously released back in 2014. Notable fixes: Jump Pads, Camera Textures, 3D Teleporter support Various and minor changes are also included. Any specialized TGRDM3 features that were not present in AMISERY were excluded. For example, Jump Pad sparkles, various sounds, ring spawners, and others, were excluded. Fixed the Grenade's bouncing sound. Previously, this did not work as intended. Grenade now inherits from the Grenade Class defined in ZDoom. Updated the Performance Note Updated the texture credits. Revision Update (13 September. 2015): This is a revision update from the last known release. Updates: Added duplicate version of 'Abandoned Misery' (MAP01) -> 'Abandoned Misery [Lite] (MAP02). This map is designed primarily to resolve frame rate performance issues by removing some resource intensive features. Also, with removing such features such as floor reflection and mirrors, this should be less confusing to players as it - could be possible for players to mistake themselves as an opponent within the game. Revision Update (12 September. 2015): This is a revision update from the last known release. Updates: Imported the ZMapInfo lumps, yet modified, that was originally from the TGRDM3 project. Replaced the map 'Abandoned Misery' with the version from the TGRDM3 repository. This mainly (and should only) include weapon and THING placements. Imported the competitive weapon stock set that was previously in the TGRDM3 repository. This effectively means that all of the weapons used within the map, contains very different properties based on the original Doom game itself. For example, rockets are much faster, shotguns have a vertical and horizontal spread, super shotgun has a slightly tighter spread, and much more. Revision Update (31 December. 2014): This is a revision update from the last known release. Updates: Added Fog using resources within the Realm667 site. Added Sector Fog Added Rain using resources within the Realm667 site. Added splashes using Enjay's "Splashes" resource mod file. Added one ogg music file from 'Shane Strife'. (see \Documents\Credits.txt for more details) General map fixes and updates For example; the glass ceilings where not set properly with the currently used sky. Some instant death sectors where not set properly. Texture alignment Performance Notes: This map might be rather resource and rendering intensive on various systems abroad. Here is a few Console Variables that could help a bit by disabling some special features based on the GZDoom engine: Line Mirrors --> GL_Mirrors (or R_DrawMirrors for Software Renderer.) Sector Reflections --> GL_Plane_Reflection Dynamic Lights --> GL_Lights Draw Translucency --> R_DrawTrans Rendering Precision --> GL_Render_Precise
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