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Found 14 results

  1. Walter confetti

    Klingon DOOM v1.02

    I probably don't get quite of the jokes that this wad tries to mock with (this is a joke wad, right? RIGHT?) but i see that these guys wants to mock us badly. Un-readable runes, milions of bitmap faces, jumping bitmap klingons, fatass trekkers being crushed in E2M4 (and this map is inteneded for cooperative play, but actually is pretty easy as pie), a endless circle arena inside a secret sector for E2M3, the blandest arenas for a DM map i've seen so far and a unfinished map for the final confrontation against trekkers (uh, Klingon fans hates ordinary trekker? Please let me understand!) and doom monsters in a """"epic"""" trench warfare (sprites of fat trekkers is kinda cute, i must admit)... I really don't get this wad, it looks like a weird ass mock 2 style mini episode, but where is the joke? Where is the fun in this. Bad. Real, real bad.
  2. Guest

    SAPIDUSB - Bugfix version

    Version

    18 downloads

    Welcome to SAPIDUS.WAD, the 4th installment in the UCA storyline. This wad runs under e2m4 and supports single, coop, and deathmatch modes. It also supports limited difficulty settings (basically intermediate or ultra-violent). It was created using DEU5.1, BSP1.0, and a new program called REJECT1.0. For the reject, I used a reject value of 512, so if you need to change it, you have a reference value. It shouldn't be necessary, though - SAPIDUS runs quite smoothly on my 486sx-25 at a high detail, normal-sized screen. Kudos to the author of REJECT1.0! SAPIDUS was designed with the assumption that the player is following the UCA storyline and will consequently play SAPIDUS as the level right after DIOPATRA (UCA and TALPOIDA are the first two installments). While SAPIDUS is playable as a stand-alone, but you might find it to be a major handful that way (after all, this is the main section of the enemy base, so you will encounter a lot of monsters). Anyways, I can complete this wad in about 43 minutes at UV level either as a stand-alone or within the storyline (keep in mind that while ammo is ample, it is probably not enough to kill all the monsters if my wad is played as a stand-alone - you will just have to run from some cacodemons....). Played within the storyline, it is very possible to get 100% across the scoreboard.
    Conceptually this differs little if at all from Favillesco Episode 1: Genuflected on Io, basically consisting of expanded Romeroesque techbases, but the maps are longer, with more verticality, and even more intricate, while the enemy count is higher, including a larger amount of high-tiers, resulting in what i felt to be a more immersive experience. This is classic dooming at its finest and purest, and for that reason alone some will dislike it from the start, as the set does not adhere to trends or what are considered to be modern standards. But for people who appreciate such a thing, this is among the finest Episode-replacements that i have seen. The levels are long, routinely it took me over 35 minutes to max them on blind run with all the secrets (and a few eluded me), and highly non-linear. There will be lots of backtracking, and using the automap is often the key in finding a route to where you need to go next, as it's not as simple as going to the general direxion. Despite this, i had no problems with progression, and only time i was at all irritated by this was the level E2M5, as i had to run through nukage without a suit a few times to solve the last secrets and find the secret exit, before which i had had to run around the level a couple of times trying to figure things out. But generally it won't take more than a minute to get where you want to go, despite the length of the maps. Also, the layouts are ingenious, what little inconvenience they engender, is a small price to pay for the experience. My first death (of two) came in E2M4, in a darkened room as Cacodemons rose from below while i was platforming on top of pillars, with nukage below - an effective moment of exceptionally gloomy ambience. The same map had another similar room, where Barons and Cacodemons attacked me in darkness while i was platforming on a narrow walkaway across nukage. Thus, E2M4 is my favourite map of this WAD. i disagree with those who say the secrets are 'easy' - in a sense they are, but that's only because of experience, as they are wholly traditional in style. And there are a few more cryptic ones, also. The last level, as in Fav Ep 1, was annoying (though perhaps a bit less so this time), and i admit i did not finish it. It would've taken a few more tries and some luck, as far as i could ascertain, and to me it wasn't worth it. Nothing classical about it, as far as i can tell. Very sophisticated Episode 2 replacement, and i would highly recommended this apparently under-appreciated WAD to anyone who likes original Doom. (Played through on HMP.)
  3. ImproversGaming

    Base Ganymede: Complete

    Oh wow, I really loved this! I appreciated every map and it has been a step up from Fava Beans, my last WAD. I am a largely unskilled and inexperienced doomer so this may have aided my enjoyment. I loved the episode structure: first maps were warm-up through to big maps with larger enemy counts, through to maps with interesting mechanics but low enemy counts. Just had a ball with this. Tough in places but not unreasonable. Highlights for me were (if I have to limit to two maps per episode): E1M5 - Long level with a cyberdemon in the nukage at the end E1M6 - Circle straffing a cyberdemon on a stairs E2M3 - Loved the fast tempo of the map E2M4 - Tyson Imp punch level, wow I had to skill up E3M2 - Tough but fun with lots of routing to consider E3M5 - Loved the map but particularly the cyberdemon arena at the end Sorry, but I also loved the gimmick maps (E1M8, E2M8 and E3M8) - you have to try these - short and really interesting. Also enjoyed the secret maps (E1M9, E2M9 and E3M9), short, punchy and fun! Basically, loved the mapset and the variation across all of the maps, really fun. If it is useful I have uploaded my playthrough to my YouTube channel: https://www.youtube.com/channel/UCSh0vj-6E2chQqx744Ajl2w
  4. Guest

    HUMP mini

    Version

    44 downloads

    _______ _______ | /|| /|( )( ____ ) | ) ( || ) ( || () () || ( )| | (___) || | | || || || || (____)| | ___ || | | || |(_)| || _____) | ( ) || | | || | | || ( / | ) ( || (___) || ) ( || )-MINI- |/ |(_______)|/ ||/ / heretic upstart mapping project 2018 Made for Chocolate Heretic, zdoom or GZdoom (3.4.1) +------------------------------------------+ ***IMPORTANT*** This project uses a "short" episode 2: E2M1 leads to E2M9, which leads to E2M5, E2M6, E2M7, E2M8. So maps E2M2 - E2M4 will be regular heretic maps. +------------------------------------------+ To run with chocolate heretic: Copy the hump_mini.wad and hump_mini.hhe files into your chocolate heretic directory. You will also need the usual heretic.wad in that directory Make a shortcut to the chocolate heretic .exe file, in the "target" section of the shortcut, add the following: -iwad heretic.wad -file hump_mini.wad -deh hump_mini.hhe The .hhe file has the map and episode names for this project. For zdoom / GZdoom, map names are done with MAPINFO, so no need to run the .hhe file +------------------------------------------+ Project Lead: SOSU Idea Base: DUMP Projects by TerminusEst13 Special Thanks: Mikolah, HexenMapper Titlepic / title music: HexenMapper Playtesting: HUMPmini Crew +------------------------------------------+ NOTE: All maps are designed to be wand-started. They have been arranged roughly in order of difficulty, so continuous play will also work. To wand start: When you enter a map, type "engageXY" where X is the episode number and Y is the map number given below (So type engage11 for E1M1). This will restart the level with only your wand, staff and no items. Jumping and Crouching have been disabled in this wad. You will not be needing them. Maps Included (13) MAP E1M1 Name: Canal Author: PerfectionismTech MAP E1M2 Name: The Doorway to Hell Author: Repugnus Music: Guardian of Fire, Hexen:Beyond Heretic, Kevin Schilder MAP E1M3 Name: Coast Town Author: Jthom MAP E1M4 Name: The Wharf Author: Mikolah MAP E1M5 Name: Resurrection Author: SOSU MAP E1M6 Name: The Black Heart Author: ETTiNGRiNDER MAP E1M7 Name: The Inner Sanctum Author: Xindage MAP E1M8 Name: The Tomb of Xerxes I Author: Xyzzy01 Music: ??? MAP E2M1 Name: Twisted Spire Author: Whirledtsar MAP E2M9 Name: Praevus Smeltery Author: riderr3 Music: Yew.mid, Ben Wachal MAP E2M5 Name: Cave of Damnation Author: Skeletonpatch MAP E2M6 Name: Cultist Crypt Author: HexenMapper MAP E2M7 Name: DEEP BLUE Author: Walter confetti Music: Omnious, Jill of the Jungle, Dan Froelich MAP E2M8 Name: Danke Schoen Author: HexenMapper MAP E1M9, E2M2 - M4 Name: Nexus Author: Mikolah
  5. Version

    51 downloads

    The Heretic Upstart Mapping project was made to get people into mapping for heretic. It includes many maps by people who had never mapped for heretic before, and some older maps that authors had never published. NOTE: All maps are designed to be wand-started. They have been arranged roughly in order of difficulty, so continuous play will also work. To wand start: When you enter a map, type "engageXY" where X is the episode number and Y is the map number given below (So type engage11 for E1M1). This will restart the level with only your wand, staff and no items. Jumping and Crouching have been disabled in this wad. You will not be needing them. Maps Included (17): Map: E1M1 Name: Sidhatraz Author: Skeletonpatch Music: Heretic MUS_E1M4, by Kevin Schilder Map: E1M2 Name: Castle Gardens Author: SOSU Music: Demon Crest Stage 1, By Toshihiko Horiyama Map: E1M3 Name: Parthoris Tunnels Author: Riderr3 Music: Ambient 10.mid from Dune 2, by Frank Klepacki and Dwight Okahara Map: E1M4 Name: Mines of Mystery Author: Walter Confetti Music: Heretic MUS_E2M8, by Kevin Schilder Map: E1M5 Name: Aedin's Castle Author: Pillar of Salt Music: The Enchanted Cathedral - MIDI version (From Hexen II), by Kevin Schilder Map: E1M6 Name: Bird Cage Author: Jonathan Dowland Music: Twenty Four Hours, by Joy Division Map: E1M7 Name: Courtyard of Elements Author: Fraggle Music: Heretic MUS_E1M7, by Kevin Schilder Map: E1M8 Name: Persepolis Author: HexenMapper Music: Heretic MUS_E1M3, by Kevin Schilder Map: E2M1 Name: Sunken Serpentorium Author: Zergeant Music: Heretic MUS_E2M1, by Kevin Schilder Map: E2M2 Name: The Bungalow of Dr. Chaos Author: Impie Music: The Music of Dr. Chaos, by HexenMapper Map: E2M3 Name: Cacowad's Funhouse of Artitraps Author: Cacowad Music: Blasphemer MUS_E1M7, by Jute Map: E2M4 Name: Otkachka Author: BeeWen Music: Heretic MUS_E1M7, by Kevin Schilder Map: E2M5 Name: Chaos in Bloom Author: ETTiNGRiNDER Music: Heretic MUS_E3M2, by Kevin Schilder Map: E2M6 Name: Trial of the Maulotaur Author: Philnemba Music: Dracula's theme (Super Castlevania 4), by Masanori Adachi and Taro Kudo Map: E2M7 Name: Keep of Despair Author: danielhday Music: Heretic MUS_E1M2, by Kevin Schilder Map: E2M8 Name: During the Ceremony Author: Beewen Music: ALhoRRo_GisheRamayReR_2.mid, by Augen auf [XG] Map: E3M1 Name: Ophidian Temple Autor: Rolo Music: Heretic MUS_E3M1, by Kevin Schilder Story: The servants of Korax, D'Sparil and Eidolon swept through Parthoris, wracking your homeland and murdering your kin. You fought valiantly, but as your city was overrun you were captured and imprisoned with many others, to be turned to golems or executed if the flesh was not willing. Waiting in your cell you saw the foul methods that were used on your brethren. Surely it would be your turn soon... The day all but yourself had perished or turned to the dark wills, a portal opened briefly in your prison cell. A small wand and staff dropped out, the portal immediately closing behind. To your astonishment, the means of escape lay at your feet. You praised who or whatever had sent help, tucking the wand into your belt and grasping the staff, you prepared yourself for what lay ahead... Title slate and Title music: HexenMapper Note that E1M5, E1M6 and E2M2 may not be finishable in Doomsday as they require boss actions to lower floors. Currently we haven't been able to work out the current boss action definitions for Doomsday. Any help would be appreciated. Likewise if anyone knows how to get heretic to display par times in the intermission we would also love to hear from you. You can email me at: thespidersrepublic@hotmail.com
  6. Never_Again

    almighty.zip

    This ZIP contains GOODGOD.ZIP. That, in turn, contains GOODLORD.WAD, a compilation of the following WADs: E2M1-E2M3: FOREST.WAD v1.3 (incl. the sky) E2M4: MEGALAB.WAD E2M5: STRANGE.WAD E2M6: STRENGTH.WAD E2M7: WANTON12.WAD E2M8: UPLIFTNG.WAD
  7. scifista42

    Dinner

    The level structure was too Wolfenstein-like, heavily maze-y and orthogonal more often than not, it was like playing Wolfenstein with Doom features. The maps were gradually getting better at utilizing these Doom features, but the principle stayed, and I only got massively overwhelmed in the later levels. Gameplay itself was very slow. Aesthetics looked okay for an oldschool wad, more or less, but rather less. Interesting ideas with barrels (start of E2M4), but not enough efficiently executed. 2/5
  8. Guest

    Various Artists Music Wad

    Version

    6 downloads

    Music from Various Artists. I got these from midi files I have downloaded from all over the internet. These midifiles are excellent reproductions of the actual recorded versions of the songs. Songs From: Nirvana, The Who, Seal, U2, Queen and others The D_INTER and D_INTRO were taken (and slightly edited :) from the XWing midi files used in the swmusfx#.wad. I used these because it is what I would have used in the D_INTER and D_INTRO sections if I made the swmusfx#.wad series and it seemed to fit into my frame of mind at the time I decided to do this. NOTE TO Star Wars fans and Chris Hopkins: There is a new Star Wars song in this file that I converted from an Amiga SMUS file. It is a very well made recreation of the Empire Strikes Back finale song (Though it is only 4 channels it sounds great). You may want to use it in a future version of the swmusfx wad file. The song is on E2M4.
  9. Guest

    Wonderful Doom, v.1.2

    lol you did copy and paste QUITEEEE a bit. Proof. E2M4. The first secret after you teleport into the big room. You hafta 'use' the little podium thing with the flame on it. Well since the secret is inverted there... you hafta go around to click it. I doubt you inteded for that. lol Still love the wad. 4/5
  10. Guest

    Rick's New Music For Doom

    Version

    7 downloads

    This wad contains new music for e1m1-4, e2m4, and the interlude between levels and the victory screen.
  11. Guest

    Flashback: demo 2

    Version

    46 downloads

    Here it is; the second demo of the Flashback megawad. Designed in the spirit of the original levels, with doom.exe compatibility. Hope you'll enjoy playing the levels as much as we enjoyed making them. Next release will be the final wad. There are four maps; One from each episode: E2M1 By Espi. (E1M4) E2M2 Esselfortium & Espi (E2M2) E2M3 Torn & Esselfortium. (E3M3) E2M4 By SlayeR (E4M5)
  12. Guest

    Mark & Dave are sad lonly individuals

    Just a bunch of pure 1994-style maps. E2M1 and maybe E2M2 are playable on their own right, even if somewhat crude. E2M2 suffers heavily from HOMs and slime trails. E2M3 and E2M4 retain too much DM style, even if there are some novelties (assuming the WADs are much older than 1999) like invisible floors etc. 1/5 -Maes
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