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Found 16 results

  1. Guest

    Doom2 to Doom3

    Version

    72 downloads

    Changes all Doom2 wads/levels into Doom3 styled maps.
  2. Guest

    E1M3: Toxin refinery

    Good wad, difficulty is bit high compared to original and chaingunners don't really fit the theme. Some correctly placed impassible tags on walls could help players getting stuck / climbing on the walls effect. Great visuals. Feels much more Doom3 than Doom1. Score 3,5-4/5, so I'll give it 4/5. -smm
    This really sucks. The build method sucks as well. Combine all the stuff into easy categories next time (one for weapons, one for maps). I don't see much change in this wad. Cartoon graphics replacement for the weapons will not cut it unless it is some kind of comic-book style illustration. The sounds are okay. Don't use the Doom3 title, b/c I don't care about that. 1/5 for effort.
  3. Guest

    Legacy Of Suffering - v1.01

    Doom1, Doom2 or Doom3 and I'm happy wasting all of 'em. This masterpiece is mapping at it's finest. The 'DOOM' style of game-play skilfully of all games has been blended superbly. On UV -fast, it certainly gave me a workout! This HAS to be the best wad to date of 2009! Shirley! A perfect 5/5
  4. Guest

    Nightomb (2x2 series)

    Version

    52 downloads

    One level for any limit removing port. The idea for this PWAD came from iddqd.ru. The main concept is: you should create a level using only two IWAD textures and two IWAD flats. Thanks Shadowman for inspiration. PrBoom-Plus 2.5.0.1+ or (G)Zdoom are recommended. WARNING #1: You should not use glboom at all and glboom-plus before 2.5.0.1 with this PWAD to avoid HOMs. WARNING #2: You should disable "Try to emulate intercepts overflow" setting in PrBoom-Plus (overrun_intercept_emulate 0 in cfg), because there is a place where this overflow will happen permanently with all the ensuing consequences (semi-noclip) MIDI: Equinox. Sounds: Power Slave, Half-Life, Doom3. Dehacked patch, in-wad demos and PWAD composing: Andrey "entryway" Budko.
  5. Guest

    Jalla10

    Version

    2 downloads

    This is a 10 sector DM wad, my little contribution to the doom3.co.uk editing contest.
    Not bad,but to finish the wad he should of used sounds from Quake or Doom3.
  6. Guest

    XENOSX9.WAD for Doom II

    Version

    2 downloads

    Deathmatch maps for two- and multiplayer games. - The XeNoS Series files follow certain naming conventions: the files without an 'x' between 'xenos' and a number, as in 'xenos#.wad', will consist of a single level replacing map #. If you see an 'x', as in 'xenosx#.wad', then the file is a compilation of the first # maps. For example: xenos2.wad - map 2 xenosx9.wad - maps 1 through 9. NOTE!!!!! Maps 1 through 5 have all been significantly altered after the feedback from players around the world, so they are NOT LMP-compatible with xenosx4.zip or xenosx5.zip. Please delete the older files in favor of xenosx9.zip unless you are for some reason prefer the older versions of the maps. Playing tips: Maps 5 through 7 are best for 3- to 4-player games - Map 1: you now have two exits from the chaingun compartment respawn. The window behind you can be opened. - Map 4: you can shut off the BFG, and you can reopen it right back. :) - Map 5: you can turn the lights on and off in the building with grated windows. - Map 6: listen to the sounds! There are distinct giveaways almost for every possible location of your opponent. Of course, in multiplayer you will be way too busy. :) - Map 7: beware of the invulnerability artifact! - Map 8: you can get the plasma rifle by jumping from the ledge. - Map 9: nothing mysterious there. You get the plasma weapons after teleporting onto the corresponding platforms. For 2-player modem games, I highly recommend using blueguy.wad (ftp.cdrom.com), which somewhat reduces the notorious Indigo advantage. If you find bugs: There are no known bugs in the maps, so please let me know if you find one. The game made by: id Software, the visionary company... For the last two years my life has never been the same because of them. Guys at id, I hold a grudge... please make a Doom3 with the Quake engine! It is SO not like you to be missing out on such an opportunity. Hire me, I'll help. :) Additional Thanx: To Thomas Zajic, who kept bugging me until I fixed the exit door misaligned texture in map 4... (Thomas, you're in! :) To all good people who have been giving me feedback and suggestions. Also to all the cool folks who will be kind enough to send me the LMPs of them fighting in my maps! I strongly encourage you to e-mail me with any comments or suggestions for improvements you may have. Getting back to me is the only way of letting me know that somebody likes (or doesn't like) playing my maps, so don't be shy. Happy DOOMing!
  7. Guest

    Classic Doom Music

    Version

    142 downloads

    I just made this wad/pk3 to replace the boring old music in Ultimate doom. However, this only works for episode 1. You can find the whole soundtrack at this link.. http://doom3.filefront.com/file/Classic_DOOM_3_Original_Mod_Soundtrack;52796 You can also get the awsome Doom 3 Classic Doom Mod, from this link: http://www.fileplanet.com/149666/140000/fileinfo/DOOM-3---Classic-Doom-3-v1.1-FINAL I have contacted Sonic, and he said, "I would recommend you don't use the mp3's from the soundtrack I have on d3files.com. What you should do is download the Classic Doom 3 mod, then open the pk4 and find the ogg's in there. Please use those because I have the looping set up for those. The mp3's aren't set to loop correctly, and people might wonder why Sonic Clang is an idiot for not making them loop friendly." So with that said, that is what i did. I hope you enjoy it :p If i can find some good music for the other episodes, n doom2, i will make another one. Btw, the Intermission, n Starting screen music is from PSX doom. Witch can be found... http://files.filefront.com/psxd+betapk3/;10733492;/fileinfo.html REMEMBER: In order for this to work, you MUST be playign with the Doom.wad, and ClassicDoomMusic.wad MUST be in your /Skins folder.
  8. Version

    92 downloads

    'DOOM 3 - Mr. Smiley Heads Safari' was an underground version of DooM. The makers of d3safari were a group of young hackers, who called themselves IMPACT. They have merged several previously existing levels and enemy-replacements for DooM, that have been made by other people, into an iwad, added some weapon, item and title-graphics, made by their own, and released that with a hacked v. 1.2 doom -executable. This '95 doom3 was fun to play, but it had a legal issues problem: All the wall textures haven't been changed and were still being copyrighted material by id software. There have been also the original (copyrighted) graphics of the space marine (player) and the Spider-demon in the game. Distributing that *Doom 3: Mr. Smiley Head's safari* as a standalone playable iwad with executable and copyrighted content is illegal. But most of the components that have been used by Impact are freely avaiable for download as addons to the legal full version of DooM. This legalized version gives you in d3safari.wad and d3safari.deh the unique graphics and executable changes by IMPACT, along with some sounds and new music. You can use these two files with DooM, DooM II and Final DooM. They change: - The fist of the space marine is replaced with a baseball bat. - The plasma rifle is now a spray can, that's used by Mr. Smileyhead as a flame thrower. - The BFG 9000 is now the GFB (Good Fether Bird), a chicken, that's used to shoot eggs, that are nearly as dangerous as a nuclear bomb. - The chaingun is now a MP69. - New title, help and credit screens. - New level titles as graphis and in the deh- patch. - New in-game messages in the deh-patch. - New music, not composed by IMPACT, but, hm, well... - The handshoed hands of the space marine are replaced with the hands of Mr. Smileyhead. PLEASE NOTE: DOOM2/TNT/PLUTONIA -users should use sht2.wad (it's in the \impact -folder). That adds the hands of Mr. Smiley Head to the super shotgun. Implementing that change directly in the d3safari.wad caused problems with DooM and Ultimate DooM, when using zdoom. Source port users can simply add sht2.wad to the command-line with that they launch the pwad. Vanilla users can put the stuff into the d3safari.wad via: deusf -join d3safari.wad sht2.wad Impact has also used add-ons by other people for their DooM3 and made in some cases several changes to them. In this package, the legalized v. 6.0 of D3SAFARI, these third-party add-ons are not included. You have to download them separately. The file IMPACT.WAD in the subfolder ./IMPACT of this zip contains all the changes, that have been made by IMPACT on these add-ons. IMPACT.WAD contains also three enemies, that appear to have been made by IMPACT themselves. But two of them are bound to add-ons, made by others. --> The blue Ranger to * J O L T D O O M * and the snowman to the chook launcher. And leaving the third, the shotgun-man -replacement alone, as the only new enemy in d3safari.wad, would have made him look stranger than intended. To help you to install the third-party enemy- replacements and the chook-launcher along with the changes, that have been made by IMPACT to them, i have included d3s_inst.bat and the separate files in the .\impact -subfolder. You need to download these add-ons separately. Store their files, extracted from their zip- packages, in a folder with a doom, doom2, tnt, or plutonia-iwad and deutex and deusf as well as d3safari.wad, d3s_inst.bat and the .\impact -folder. Then run the batch-file, that will install them. The following files are *required* (!) for the installation with d3s_inst.bat, i tell you them with their location in the /idgames -ftp -archives (see list of current mirrors at the end of this file): /themes/aliens/adoom2p2.zip (Adoom [Aliens DooM] by The Weasle) /graphics/eyeball.zip (Eyeball by unknown author) /themes/barney/barndopw.zip (Barney DooM by Jody Melanson) /themes/pacman/pacdoom.zip (PACMAN DOOM by Bill Neisius) /graphics/ctsdmgpw.zip (CREATORS Doom Graphics by Toolord and Magnum) /themes/chook/chookv23.zip (*chook doom* by David Biggs) /combos/joltdoom.zip (JOLT DOOM by Banished CPU) The to this date (i write this at the 16th July, 2006) latest official, stable version of deutex /deusf is v. 4.4. It's stored in the /idgames -archives at: /utils/graphics_edit/deutex/deutex44.zip A newer version (4.5) is currently in the making. When it's made official, you might either find it in the /idgames-directory: /utils/graphics_edit/deutex/ or at the official deutex-homepage: http://www.teaser.fr/~amajorel/deutex/ The installation (made with d3s_inst.bat) creates d3s.wad, that contains the original IMPACT-stuff from d3safari.wad, as described above, with the third-party -add-ons, including IMPACT's changes to them. The new changes after the installation are the follwing: - The imps are now a mixture of the DooM-imp and the Giger ALIEN from the movies. IMPACT adds yellow fireballs instead of the orange ones. - The cacodemons are now eyeballs. IMPACT gives them a more gory death sequence and cadavres. They also change, what the caco/eye shoots at you, to an edited, shrinked version of the lost soul. - The pink demons and spectres are now Barneys. - The lost souls are now pac men. Originally a replacement for the imps. Impact added a new death. - The former human is now Toolord, a swiss guy in a leather-jacket and jeans. IMPACT added a sad smiley on the back of his leather jacket. - The rocket launcher is now the shoulder-mounted chook launcher. It shoots chickens. IMPACT added a really big aiming-cross and something like a fake status report on the upper left of the screen. That gives it a cool look like a transparent interface or something like that. The installer adds also a replacement for the cyber-demon. He's now Frosty, the snowman. His enemy graphics seem to have been completely made by IMPACT, but since he throws with chickens at you, i made him avaiable only after the installation. It would have looked stupid, if the chickens change into rockets, once they leave his hand. - The shotgun enemy (Former Human Sergeant) is now a GI Joe. He appears to have been drawn by IMPACT. - The Baron of Hell is now the blue Power Ranger. He throws bottles of jolt at you. The blue Ranger seems to have been made by IMPACT. But the jolt bottles are by Banished CPU. About the levels in DooM3: IMPACT has used levels by other authors for their IWAD. Many, if not all of them have been more or less modified by adding more enemies. There have also been some modified id software levels. Except for three levels, i have found all originals of the third-party levels and made sure, that they are in the /idgames-ftp-archives. The three levels, that i have not been able to find anywhere else, E1M8, E2M8 and E3M8, are stored as d3se1m8.wad, d3se2m8.wad and d3se3m8.wad in the .\impact -subfolder. They have been probably made by the IMPACT people themselves. They are all played in doom at the level, that the names tell. They are all single player only and have no difficulty settings. See [filename]_wadwhatoutput.txt for details. The individual levels and their authors (including download-links) are credited in d3safari.htm . That is a (hopefully) complete reference of all the stuff, that was used in doom3 (v. 5.0/iwad-version). You can find the most up-to date version of d3safari.htm here: http://www.geocities.com/southparkduke/doom/d3safari.htm During the work on this package, i wrote a batch -file, that merged those other original levels into that d3s.wad. But the resulting three episodes worked not as they would have to work. There haven't been the warps to the secret levels and stuff like that. I was at some places stuck in the levels, where i shouldn't get stuck. So i decided, to leave that batch out of the package. Look in d3safari.htm, where to get the original levels and play them in combination with d3safari.wad or d3s.wad as you like.
  9. Guest

    Eternal Doom

    Extensive and well designed, but a little dated. Also, the new sounds are annoying. I suggest using the Doom3 sounds wad to fix this problem.
  10. Guest

    Cold As Hell

    The good: -Excellent use of music to enhance ambience. -Interesting plot. The bad: -Runs like an absolute dog on my aging system (866 mhz/geforce ddr). The ugly: How does a Doom wad have worse framerates than Doom3? For all that this looks impressive, it is unplayable. Author needs to optimize--until then I consider this a beta.
  11. Guest

    Doom2 to Doom3

    I made a doom3 to doom2 utility for use with this wad so it changes the brightness levels back to normal.
  12. Guest

    VooDoo Guns

    Version

    52 downloads

    Two levels for 'advanced' MBF compatible ports. YOU HAVE TO USE "-COMPLEVEL 11" WITH GLBOOM-PLUS. DO NOT TRY IT WITH "-COMPLEVEL 9". You need a MBF compatible OpenGL port with support of hi-res textures in wads, MUSINFO lump, tall patches, and music in OGG format. Currently there are only two ports which can handle this wad correctly: GLBoom-Plus 2.5.1.2 and GZDoom SVN build rev. 1266 (http://svn.drdteam.org) or higher. Risen3D will probably be able to handle this wad starting from the next release (2.2.13 or higher). Command line: glboom-plus vg.wad -complevel 11. Textures and sprites: Outlaws, NOLF2, Hexen2, Blood, Pain Killer, Realm667, Doom64, SNtex, Duke3D, American McGee's Alice, Urban Terror, DM-RealManor UT map by Angelheart. Sky on map02 has been taken from the "The Eiger Sanction" film. Horse sprites have been made from free 3D model by animella. Sound: Blood, Doom3. Music: American McGee's Alice, Johnny Cash. Most of the borrowed textures have been reworked, many have been taken from the net & some are self made.
  13. Guest

    Eclipse (2x2 series)

    Version

    38 downloads

    Two levels for any limit removing port. The idea for this PWAD came from iddqd.ru. The main concept is: you should create a level using only two IWAD textures and two IWAD flats. Thanks Shadowman for inspiration. PrBoom-Plus 2.5.0.1+ is strongly recommended, because this level has COLORMAP replacement which is not supported by (G)Zdoom. WARNING: You should not use glboom at all and glboom-plus before 2.5.0.1 with this PWAD to avoid HOMs. MIDIes: Title/Interpic: alien.mod from Terminal Velocity. (converted to MIDI by hand) Map01: Terminator 1-2. Map02: corner.mod from Terminal Velocity. (converted to MIDI by hand) Sounds: Power Slave, Doom3. Sprites: Power Slave, d2moda.wad. Dehacked patch, in-wad demos and PWAD composing: Andrey "entryway" Budko.
  14. Guest

    Doom 3 Imp

    Version

    49 downloads

    That's an Imp with Doom3-like look. I love imps from D3 and I hate those original ones. They look so silly with those opened jaws! So I got to change them, and here is the wad file. Imps have different head, have more eyes. Spikes and color wasn't changed but if you'd likie, I can do it and upload a version.
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