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Found 40 results

  1. Guest

    DOOM95

    Version

    19459 downloads

    DOOM95.EXE will work with any DOOM or DOOM2 main wadfile. With DOOM95, you no longer need to keep your main wads in seperate directories. Copy all main wad files (DOOM.WAD, DOOM2.WAD, PLUTONIA.WAD, TNT.WAD, etc) to the DOOM95 directory and launch DOOM95. To play, choose the appropriate wad file from the launcher and then start the game.
  2. baja blast rd.

    Deplorably Vile

    This map is a tale of two design ideologies. Its larger areas are home to decent setpieces in varied styles. The first of these pits you against a single archvile with low-tier fodder as a distraction, 32-wide pillars as cover, and a shotgun as your weapon -- a bold decision this early, implemented well, that gave me a good feeling about the rest of the map. After that, you navigate a corkscrewing 128-wide hallway packed with meat that I assumed was placed to prevent you from fleeing the opening fight. Issue? Do the first fight, now you have to shotgun and a hell knight and two spectres and chaingun a baron, among other hall-mopping duties. That gave me a bad feeling. It turned out neither feeling was "wrong," really. From there on, the map alternates with shocking consistency between dynamic combat and dull corridor filler. Most of Deplorably Vile's strengths and weaknesses fit this binary mold, but there are other, smaller issues: 1) Visuals can be rough. 2) In map that previously exhibited only vanilla-like behavior, access to an important pickup is directly tied to a monster's death. That monster and pickup are a cyberdemon and a prominently placed BFG. And yeah, I'd expect to use the BFG on the cyb, so a futile search began -- and thankfully didn't last long, because I know inexperienced mappers will mess that up sometimes in ZDoom. 3) You need to use Doom.wad as a pwad for textures, which is a sloppy packaging choice. (Bundling the pwad resource "Doom Textures for Doom II" would be better.)
  3. Erick

    The Cursed Hangar

    A short map that had quite a history with Freedoom, that being the first map of Freedoom when it was just Freedoom (as doom2.wad) and Ultimate Freedoom (as doom.wad), then to being the first map of the Phase 1 only, and now no longer part of the project. So history aside, the map itself is short but neat, which also made it a rather nice first map when it was part of the Freedoom project. The map resembles the Hangar from the original Doom and it's pretty easy to tell right away. You go kill some Zombiemen and Shotgunners, pick up some armor, blast your way through the short level, and done. Some Boom effects were used well here, including one where the lighting of the room changes to something more menacing. Other than that, it's nice to see this map in the archive.
  4. Guest

    Bedlam

    Version

    129 downloads

    Vanilla E3 replacement for doom.wad on marble/wood/caves/hell themes. No custom textures but custom music on each map. The first half takes place underground, after that you'll finally get to see the sky. The difficulty is maybe a bit higher than in original "Inferno". The project was organised by Memfis and he asked a couple of mappers to change some stuff here and there to make the episode more consistent but he tried to not limit the creativity too much so his influence shouldn't be very noticeable.
  5. Sui Generis

    TEMPLE11.WAD

    I'm not sure merely liking doom.wad will make you like this: as well as the early ammo starvation there is little health, a bunch of sergeants and an insta-kill trap. One area with unclear progression requires dropping into 20% dmg lava. If you're low on health and don't know the right way to go, you lose. It's a surprisingly unforgiving level, and it wasn't fun for me. But it’s well made: the marble room, concrete room with lava chasm and end room stand out. I grudgingly respect this as good for the time.
  6. Guest

    Time Of Maps - Part 1

    Version

    92 downloads

    TOM is a boom compatible wad that uses only doom2 format line actions (except some boom light transfers) and sector effects. -complevel 9 in PrBoom-Plus is required for some rising stairs and "floor lower to 8 above highest floor" behaviour. Some maps don't work properly in ZDoom. This isn't intended to be a traditional map set. Instead, it's a compilation of random maps and mapping experiments (for me) with random themes that are sorted by date (mostly), rather than difficulty. Each map is intended to be learned and memorized from a pistol start and recorded on for max runs (not all maps also have an intended speed route). I imagine playing most of these maps without learning them would probably be pretty annoying. The point of the maps is to learn them, plan a route, and record a demo as fast as you can. Most of the maps are bfg-oriented or rocket/plasma-oriented and most people probably won't like the gameplay. Most of the maps are remakes of levels from other games. All of the remakes were built by looking around in-game in the original levels, counting floor and wall tiles to figure out heights and lengths, standing in corners and seeing where other corners line up, using a ruler and the in-game map to figure out general room sizes, etc. The Quake remakes were also built that way (I didn't look in a Quake editor). Though, there are still differences in appearance between the originals and remakes. If you're a fan of any of the games I did remakes of, I think it could be cool to check out these maps even if you don't like the gameplay (play on skill 3 - hurt me plenty - to play the maps without monsters). Intended to be played with these options, if you want: CATEGORY 1 (INTENDED) - prboom-plus 2.5.0.1+ - kills/items/secrets/timer HUD (with "smart totals" turned off) - any resolution + uncapped fps - custom key config for weapons - -longtics - no TAS features (unless you specify your demo is TAS) - turn180 if you use keyboard only CATEGORY 2 - zdoom - freelook + jumping turned on - infinitely tall actors turned off - no bfg aiming - custom key config for weapons - no crouch My key config in PrBoom-Plus is: WASD movement, M1 fire, SHIFT shotgun, R chaingun, Q rocket, E plasma, F bfg, SPACE use, ALT strafe on, MOUSE turning (sometimes arrow keys with my right hand for long sr50) My key config in ZDoom is: WASD movement, M1 fire, M2 jump, Q prev weap, E next weap, SPACE use, ALT strafe on, SHIFT center view, always mouselook, never auto-aim, no BFG aiming, dot crosshair. ///////////// // MAPLIST // ///////////// MAP01 - released April 7, 2009 Don't wake up the revenants MAP02 - released April 12, 2009 Silent Hill 2 remake of the first part of Rosewater Park MAP03 - released April 16, 2009 Silent Hill 2 remake of the start area MAP04 - released April 22, 2009 Silent Hill 2 remake of the Courtyard in the Woodside Apartments MAP05 - released April 26, 2009 Doesn't work in ZDoom MAP06 - released May 11, 2009 Doom2 format version of smedley.wad. Doom2.wad map01 remake built from scratch (no copy/pasting) exactly like the original, with some new areas. A secret area is a remake of the starting room and a hallway in Quake E3M3. Rocket jumping is required to reach that secret area in ZDoom. MAP07 - released May 19, 2009 Quake E3M4 remake of the first room MAP08 - released May 27, 2009 Doom2 format version of first part of dekutree.wad. Zelda: Ocarina of Time remake of Inside the Deku Tree. MAP09 - released July 2, 2009 Doom2 format version of second part of dekutree.wad. Zelda: Ocarina of Time remake of Inside the Deku Tree. MAP10 - released July 3, 2009 Doom2 format version of last part of dekutree.wad. Zelda: Ocarina of Time remake of Inside the Deku Tree. MAP11 - released July 18, 2009 For practising 2-bfg-shot kills on cybers and long sr50. Similar design to Espi's pe.wad MAP12 - released June 6, 2009 Doom.wad E1M1 remake from memory, after not having played/seen the original map in about 1 year, with doom2 monsters. It was Creaphis' idea. Also appears in e1m1mem.zip, e1m1mem2.wad map01. MAP13 - released March 6, 2009 Doom2 format + single player version of my 2 sectors deathmatch map in 2sector.wad (map07) from July 2006. Originally released as seaburt.wad in March 2009 MAP14 - released July 30, 2009 Doom2 format version of map27 from chips19.wad. Remake of level 27 from Chip's Challenge. Also turned out to be a 1024-style map. MAP15 - released July 16, 2009 Doom2 format version of my first five maps put into one map. The original maps are from dib28a.wad and were made in 2005 MAP16 - released September 1, 2009 My attempt at making an Oblige-like map from scratch. MAP29 - demo map Map28 from dib28a.wad. My unfinished attempt at making cave architecture from 2006. MAP30 - released September 20, 2009 A map with 2 sectors that will certainly be hated by most, if not all. MAP31 - released July 30, 2009 Map11 with the cybers facing you. MAP32 - released July 30, 2009 Doom2 format version of two of the last rooms from flanagan.wad. Also shows a Doom "bug" (?) where you can walk through certain impassible walls if your map takes up 32768 units or more, either south-north or west-east. Doesn't work in ZDoom.
  7. Guest

    SKYCITY.WAD

    Version

    34 downloads

    Well, this is my second attempt at a pwad. I think this one is a little better than my first attempt (which wasn't that bad - toot toot!! :) SKYCITY is just that - A semi-city stuck 1 mile high in the sky. I created new textures to simulate the effect. It has all new wall textures in it as well as a new sky/floor ...blah blah..... But, PLEASE, run the SKYCITY.BAT file so that you can temporarily put the floor textures into your DOOM.WAD file (yeah, sorry - Can't put new floors into pwads). But, the batch file takes care of it and will restore the original floors when you're done. Back it up if you don't trust me :) I included a .lmp just in case you get a little PO'd trying to find the secrets (They aren't that hard, anyway...)
  8. Guest

    DOOMSWAP v1.3

    Version

    9 downloads

    This is v1.3 of a little program I wrote for DOOM 1.2 It will take your doom wad and change a few things. Make sure you have a backup copy of your DOOM.WAD. Put DOOMSWAP in the same directory as your DOOM.WAD and run DOOMSWAP. Doomswap will allow you to select up to 40 of the things in DOOM and make them something else in the list. You can select 1 map of any game or the complete set of maps on any game or all maps on all three games. It can make all weapons and ammo that are not shotguns and shells and make them shotguns and shells. All blue bottles can be sargents, all armor bonus can be medikits or stimpacks. This does not move anything or randomize it, it will do the exact same thing to every DOOM.WAD so it makes a good deathmatch system. When you go to change your DOOM.WAD you can also choose to make all the other things on the games or levels you selected, into barrels. The other things are lamps, dead monsters, pools of blood, trees, stumps,etc. Once they are barrels, you can reedit the levels and turn the barrels in to anything you want. Turning all monsters to sargents and all extra things to barrels and then into sargents, can get very crowded in the game.:-)
  9. Guest

    DOOM SCREENSAVER!

    Version

    296 downloads

    DOOMSAVER is freeware that animates id Software's Doom characters across your screen. It works only with the registered mail-order version of Doom. DOOMSAVER contains no bitmapped graphics data from Doom. It loads all graphics from the DOOM.WAD file already on your hard-drive. Although DOOMSAVER is not a terminate-stay-resident (TSR) program, you can run it manually to act as a "screen saver". WARNING: DOOMSAVER displays all the Doom beasts and static background art. This spoils the surprise if you haven't played through all the levels yet.
  10. Guest

    Hell Revealed II

    this wad is sheer madness hr2final.wad : doom.wad itytd=hmp htie=uv hmp=nm uv=sheer lunacy to attempt in sp nm=nvm
  11. Guest

    FEAROFDK.WAD

    Version

    23 downloads

    This is a DOOM Wad designed using DOOM Editor for Windows Vers2.60B4. It is intended to be medium difficulty on all levels of play. It is not very artistic, but it is new, original, and I think that it's fun, so please enjoy it. To play, simply type in fearofdk at the command prompt. It is run as the first level of Episode 1. Bye! Also, it does not affect your main doom.wad file.
  12. Version

    10 downloads

    This nice little utility lets you see any DOOM level with the eyes of Alice during her journey in the World behind the Looking Glass. Explore the familiar DOOM levels that have changed in a queer way: in this new world, left is right, and right is left. Wherever you used to take a left turn, you would have to take a right turn. Very queer. It's sort of hard, too, to always keep in mind that what's used to be at your left will appear at your right, and the other way round. Try it. It's fun. :) Now, if you are getting *curiouser and curiouser*, here's how MOOD works. It changes the level data in the DOOM.WAD file or any other .WAD file you specify so that all the walls in a map are flipped over the X-axis. Well, the actual algorithm is a bit more complex; you can check out the source code if you like, it's pretty straightforward and well-commented (in Russian ;-)
  13. Guest

    A desktop theme for Windows 95

    Version

    47 downloads

    A desktop theme for Windows 95.All new cursors, high color, with cool sounds and wallpaper. Requires Plus! to install. I wanted to create a Theme that was better to look at and better to listen to than the existing Doom themes that I have seen on the 'Net. To do this, I made all the icons 256 colors, as well as the mouse pointers 256 colors. I extracted new sounds from the Doom.wad using NWT, and tried to pick the best sounds for each event. Previous themes had some dork screaming "I will destroy you" or something to that effect that really ruined the whole theme. I could of used the existing 16 color animated cursors that were avavilable, but they didn't fit in with everything else I did being high color, so I created new ones almost from scratch, using extracted .pcx's from the Doom.wad as my base. Finally, for wallpaper, I chose the opening scenes from Doom and Doom2. I wanted to capture that very first feeling of playing Doom for the first time, when everything was knew. . . those were the days. You remember them don't you? You'll find them included in the archive. Copy both bitmaps to your Windows folder and you can switch back and forth whenever you choose the display control panel applet.
  14. Guest

    New Gateways

    Version

    43 downloads

    Modifies a couple af floor, ceiling, and sprite textures, and one sound, with the effect of making the teleporters look and sound different. Unzip it into your DOOM or DOOM ][ directory and type TEL-IN to install it, TEL-OUT to uninstall. This DOES modify the main IWAD (DOOM.WAD or DOOM2.WAD), so back it up before using this. You'll need DMGRAPH & DMAUD to use this. I didn't include them because I hate downloading stuff I already have, and I'm pretty sure everyone else does too, and chances are you already have them. If you don't, find them at: FTP://FTP.CDROM.COM/PUB/IDGAMES/look for yourself
  15. Guest

    Doom Color Changer (DOOMCC3)

    Version

    1 download

    This program modifies the DOOM.WAD (or DOOM2.WAD) files' player pictures. This allows a you to change the way other players are viewed in a multi-player game. If you are playing a cooperative game, you can make the players white so they stand out and you can avoid hitting them by accident. Or, you can make the players dark colors so that a deathmatch game can be more difficult. This program will work with all known versions of DOOM and DOOM2 though version 1.7a of DOOM2 as it searches for the bitmap PLAYA1 within the WAD file to determine where to modify the player data.
  16. Guest

    JETPACK

    Version

    20 downloads

    Your original Cacodemons Sprites will hopefully be saved ( You have backed up Doom.wad, haven't you ???) and then replaced with an astronaut in a jetpack.
  17. Memfis

    Sillouhettes of Phobos

    Nice maps, many areas are heavily influenced by doom.wad but you can find a lot of original design decisions too. For me it was too easy and thus a bit boring but it's obviously a good wad.
  18. Guest

    ULTED

    Version

    1 download

    An OS/2 based WAD editor (BETA) ULTED v1.00b is the beta release and so MUST BE USED WITH SOME CAUTION; use a backup copy of the main doom.wad file, save your level often and use several different names when saving.
  19. Guest

    dmsound.zip

    Version

    3 downloads

    These batch files are little utilities I threw together to make life a little easier on me. I have 2-3 versions of Doom running, and when I install a new version, and it has the bare bone sounds in there, that bugs the hell out of me. So I threw together a few things to remedy that problem. I also made a batch file to make a PWAD out of your sounds that you have in your DOOM.WAD.
  20. Guest

    Knee-Deep in ZDoom

    5/5!! Since this didn't really give any install notes: Drag the three .pk3 files onto the zdoom icon and select the ultimate doom(doom.wad) and thats it...thats all i did anyway...and if it was said somewhere MY BAD!! i didn't know how...just figured it out...neway GG and thanks!! p.s. whens "The Shores of Hell?" or..."The Shores of zDoom" haha or screw the rest of the doom episodes just skip to Doom2! YA! -zak
  21. Guest

    THEME17 for DCK v1.3 -- DCK.TS file

    Version

    3 downloads

    This file is the sprites file needed by DCK to display the things when in graphical display mode (hit 'T' when editing things). Putting this into your DCK directory (back up your original!) will save you the trouble of having to make it yourself by merging the THEME17.WAD file into your DOOM.WAD.
  22. Guest

    Cacodemon Super Growth Hormone

    Sounds interesting, but I have no intention of borking my DOOM.WAD just to test it. If someone makes a v1.9 friendly all-in-one single-WAD version with no stupid sprite or sound merging required, then that will be welcome.
  23. Guest

    Doom PostScript map generator. V1.2

    Version

    12 downloads

    This program produces PostScript maps of Doom levels, extracted from the Wad file. The program is written for the UNIX operating system, and so you need a method of transfering your doom.wad file, (or perhaps having it visible by, say, mounting your DOS partition).
  24. Guest

    Wads_Up - A Doom Level Editor

    Version

    5 downloads

    Why Wads_Up? Simple to use. You shouldn't need to know all the intricacies of the WAD file to use it. Very quick at building up the basic structure of your level. You want to build a 12 walled room? Just type in 12, click on the map in two places and you have a 12 walled room. Move the corners of the room to desired position with the mouse. Want a corridor off this room? Create a 4 walled room. Merge one of the walls with one of the walls of the original room. Move the rest of the corridor to the desired position. It's done. Everything is defaulted and you can run it from there. No fiddling with sidedefs, sectors, linedefs, vertexes. It should all be done by the program. Change heights, textures, light levels, etc. Runs under Windows. Allows you to multi-task with DOOM itself, editing and playing levels without all the tedious booting up of DOOM. On v1.2 this only works if you don't a) Add/Delete Objects or monsters, and b) change the structure of the rooms. In v1.3 of DOOM, ID are catering for this functionality so you should be able to do this fully. Doesn't touch your DOOM.WAD file. (Unless you tell it to!) Can reference Multi-Wads for GFX, levels, etc.
  25. Memfis

    TEMPLE11.WAD

    I don't like the start: desperately looking for shotgun while avoiding enemies (because who the hell uses pistol?). The rest is really good: the author understood how to work with textures very well and was full of new ideas. The white room with weird hanging things and the exit room are particularly cool. It's somewhat challenging too, even today. Definitely worth playing if you like doom.wad.
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