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Found 208 results

  1. Guest

    Marbland

    Version

    29 downloads

    2 maps for Boom with castle-style design. Textures: Memento Mori II, Requiem, Plutonia, Kuchitsu, Greenday, Gravity, Nordhell, Kobal, VooDoo Guns. Music: map01 - "Rage" by Mark Klem, map02 - untitled track by Eternal from freak4.wad map07. Sliding door idea: VooDoo Guns.
  2. Version

    29 downloads

    This edition combined the two wads together with added new sky and music. GZDoom features like 3D floor, mirrors, and swimmable water. A simple fortress wad and a simple house wad. MAP01 and MAP02
  3. Guff dotD

    NITELIFE.WAD

    A charming, late 90's map full of Doomcute and the like. More of a novelty; If you're looking for engaging gameplay, then you should probably look elsewhere. MAP01 has an inexplicable Romero head, and other non-sequiturs are present in these maps. That said, the charm this file exudes is too great for me to resist. The 'Novelties' included in the .zip are what they say: novelties. To judge these analytically would rob them of the 'fun factor' which is present throughout. Useful tip for Pistol-starters: In MAP02, you can get an early SSG if you just bump into the window multiple times, in a back-and-forth fashion. This wad is full of fun and charm, although not focused on serious gameplay, and if you are a fan of those things, you should consider this wad.
  4. Walter confetti

    Four Color

    Pretty meh mapset, this wad crashes on vanilla doom 2 since a ceiling texture is acting funny in MAP01, in boom 2.02 it shows perfectly. Best of the bunch is MAP04, but overall, meh mapset with some weirdness.
  5. Walter confetti

    Illusion.wad

    Since everybody review this thing and since i have it in my un-played wad folder, i've take a shot and i want to say this: Best old-school unfunny jokewad ever, 4 negative stars. MAP01 doesn't have a exit... i think. The other levels have a exit but is better to forget that i even played it. MAP03 is tripping balls forever, wow that lights.
  6. baja blast rd.

    Elegy

    A really brief mapset -- it took me around 15 minutes to play through, and the map with 42 monsters is the big one -- from Masayan, who contributed to JPCP. It feels like a My First Wad type of deal in its design choices and missteps. The first half "Uranus" has a creative theme. As this opening shot of map01 captures, it has a platforms-suspended-in-a-big-skybox theme that feels like if, say, Ozonia were made by a beginner, with very tiny maps, and patterned its visuals after Scythe and Kama Sutra (but sparser) -- or alternatively like a very simple, bite-sized version of lupinx-Kassman's design. It often looks and plays blandly, but I had fun rushing through it. Seems like it'd be good for speedrunning.
  7. baja blast rd.

    Do Battle! - Version 1.0

    Do you like to hump? Well this is the wad for you, at least at first. map01's progression involves wonky teleporters and keys stashed in secrets. While the next two maps depart from that, you should still be prepared to mash your soft parts into non-standard triggers. The layouts consist of blocky rooms or spaghetti strands of hallways, with monsters dumped into these spaces more or less randomly, and it all gives off the impression of SLIGE after getting drunk (if computer programs could do that). This old set does have its charms, though. The author outdoes SLIGE in the novelty of trigger use; map02 had a neat room where you press a "switch" to constantly raise the floor level of a large outdoor courtyard. The texturing can be funny at times: map01 dresses up a whole room in a key strip indicator, and then outdoes that by painting the next room in scrolling sky. (Yes that is a plus.) There is also fun to be had if you like blowing clumps of stuff up with barrels, the rocket launcher, or cell weapons -- albeit only a modest amount of that. Clocking in at around 10-15 minutes of play with carryovers, I would choose this for a speedrun-type blind race. Note: 100% kills on map02 is impossible, as it contains a zombieman standing guard over the void space.
  8. Version

    20 downloads

    This edition combined the three wads together with added new sky and music. GZDoom features like 3D floor, mirrors, and swimmable water. A simple fortress wad and two simple house wads. MAP01: Known as "The Dark Fortress (Version 2)" MAP02: Known as "The House That Sits in the Center" MAP03: Known as "Main3" (bonus revised edition of Main2.wad, first house map from 1996)
  9. Guest

    Vortex of Evil

    Version

    121 downloads

    You have been transported into another dimension by one of the UAC's new experiments. You have no idea where you are, or what awaits for you in this seemingly endless void. You must escape this dimension in order to survive. But, what awaits you in this strange place...? This wad replaces map01 of Doom2.
  10. Version

    95 downloads

    The installation program was written by Olivier Montanuy (author of DeuTex and DeuSF... two very fine Doom utilities) and has been modified to work with Doom 2 by Jason Mezzacca. You'll need about about 2.5 megs of extra disk space to install. The installation will *not* change your doom2.wad nor will it change doom2.exe so there will be no need to uninstall it to play Doom normally again. The levels used for the normal A-TC game are map11 through map18, and map31 as the secret level. Map01 and map02 were used for the two bonus levels. If there are any problems with the installation, you can contact me at 72510.3424@compuserve.com. Please, do not bother Justin or Olivier about it... if there's a problem, it's most likely my fault.
  11. Version

    52 downloads

    JP LeBreton does a weekly stream called WAD Wednesday where he plays random files from the idgames archive. The one-year anniversary of the stream happened recently and we decided to do a community map jam to celebrate. The maps are as follows: MAP01/SABMHC01: "The Great Escape" by Arjuna Gonzales A recreation of my house circa 2001, the year I first thought of game development as a thing that I could do. Content warning: Alcoholism and the shitty things people do when they don't drink responsibly MAP02/AIRCOND: "Air-Conditioned Nightmare" by Fisher A short detour into the psyche of Doomguy MAP03/SEMICAKE: "Semiautobiographical Cakeitechture" by Eliot Lash A virtual birthday card
  12. Version

    209 downloads

    classic doom megawad with 34 maps. I started this megawad in 2002! then I abandonned the project and reassumed it in 2011. back in 2002 I made the following maps: 01-11, 21, 23, 26, 70% 0f 24 and the drawing for 25. at that time my computer sucked and I used doome42 for editing, doomed42 is by far the crappiest doom editor ever, it's buggy as hell and too way primitive. it seems that my maps 24 and 25 could'nt be built with it because of its limitations, they crashed every time so I left the project due to dissapointment. In 2010 I dove again in the world of doom and got doombuilder 2 so I made the rest of the levels and corrected some texture misalingments of the old levels. you may notice that the 2002 levels are smaller and simpler, more old schoolish than the new ones witch have more detailing and harder gameplay. The levels take the names of the buenos aires subway stations and most of them have a color predominancy of the respective station. there are 3 episodes: line d (map01-11 and 31) line c (map12-20) line e (map21-30, 32 and 33) This was an idea just to give some cohesion to the wad, some kind of pattern. however this wad contains just classic doom levels and not subways or anything like that. This wad is strongly if not plainly themed on tech bases, i'd say that most of the levels have a shores of hell feeling but without the hell part, some others are more like tech doom2 levels (line c) only levels 12 and 20 are more city themed. There are a bunch of hell levels on the net and those plenty of brown bricks and wood straight lined maps which I'll never enjoy so I tried to make a tribute to the classic techbase themed doom. Every level has been tested under 3 basic conditions: 1- pistol start 2- ultra violence 3- finished with 0% of the secrets So there are'nt mandatory secrets and every level is doable from pistol start though some of the can be a pain in the ass at the first part. nevertheless this wad was built to be played consecutively One tip: try not to let monsters behind you, I've put teleporting lines on some concave sections of some level in order to prevent monster stucking, so they'll follow you!!!
  13. roadworx

    Nilla DooM (Short)

    first off, i just wanna say that this is seriously an underrated gem of a mapset. i realize that it got a cacoward, but outside of that you very rarely hear about it. which is a shame, because it's absolutely fantastic. anyways, hoooly shit this wad was way harder than i expected it to be. i went in expecting it to be fairly tame considering that it's just a short little vanilla mapset from 2004, but nope. this kicked my ass. health and ammo are pretty tight considering the large number of enemies you'll be facing, so it can be quite punishing and not accepting of many mistakes. and, mind you, that's on continuous; it'd be much worse if someone were to pistol start it. the combat is fun and fast-paced, and it never gets old due to the odd weapon progression (for example, map01 is balanced primarily around the plasma rifle) and the wide variety of interesting setpieces. again, you'll be facing quite a number of enemies, but it never goes into slaughter territory as the forces you'll be facing are primarily lots of low-tier enemies supporting a moderate amount of those in the higher tiers. instead, it relies much more on devious monster placement and nasty traps for its difficulty. in my eyes, it's pretty much perfect. the visuals are wonderful, although i'm a bit biased considering my love of older wads. it's not underdetailed, but it's also not highly detailed; it sits in the middle ground where it looks quite pleasing but simple at the same time. it maintains that doomy feel throughout, and if you're like me and absolutely love that visual style then you'll find yourself quite pleased. the only real criticism i have is that one of the maps, specifically map04, ends up being tedious and honestly not very fun due to it being a complete and total hitscanner hell, and throughout the wad radiation suits are far too limited in sections where they're desperately needed. both of those are made worse by the overall lack of health, but outside of that there's not much to dislike here. i really can't recommend this wad enough. while it's certainly not for everyone as its main focus is on the combat, those who're like me and play doom primarily for that will love this wad. it's the perfect length, where it's not too short but it also doesn't overstay its welcome. seriously, play this - it deserves so much more attention than it gets.
  14. Maribo

    Rush

    Rush does everything it can to put you into the mindset you need to be in for the wad in the first map: The sick elevator ride, the midi, the blood and enemy corpses everywhere... It's about raw energy and pure slaughter (lol), if you will. It carries that energy through most of its run, and that's why it gets my approval. It's not the most demanding slaughter set, but it's definitely one of the best paced: it knows when to throw you into a fucked up arena, and it knows when to chill out and give you room to breathe, or a little bit of a BFG spam break from dancing through revenant fireballs and dark mancubi spray patterns. It's very aesthetically sound too, and some of the architecture towards the end started to remind me of old Sunder. Highlights for me, off the top of my head: - All of the midis. :) - Map01 as a whole, dude... that midi is unbelievably fitting. - Map02's revenant + mancubi arena. You know the one. - Map04 as a whole. - Map09. My favorite map. Whole thing is a perfect slaughter experience, hasn't left my mind since I played it - Map10's final fight. - Map11's architecture and final fight. - Map12's architecture.
  15. finnaboing

    Circle of Caina SP

    LOCAL DINGUS PLAYS EVERY SINGLE DOOMER BOARDS PROJECT PART 2: CIRCLE OF CAINA SP (if you don't know what the Doomer Boards Projects are, here's the Doom Wiki article on them) The next installment of the Doomer Boards Projects, April 2018's Circle of Caina SP, helmed once again by 40oz, is a notable step up from its predecessor. Inspired by FraGMarE's "icy deathmatch map" of the same name (y'know, minus the "SP"), it's a set of eight levels based around a wintry theme and it single-handedly got me excited for the rest of this series. First and foremost, this WAD looks incredible. Every arena feels very distinct from the last - none of these fights blend in with one another and they're all the better for it. 40oz chose an amazing resource pack for that month, with the textures being perfectly suited for the cold, jagged landscapes. Normally, I either wouldn't notice the blockiness of the terrain because I'm so used to it in Doom or I'd dock points for it, but here, it works so well with the vibes of each map that I honestly love it. I'm already partial to ice/snow levels in video games for a ton of reasons, so this WAD going all in with the lighting and icy aesthetics makes me so happy. The music choices are also perfect (other than Hell Revealed MAP16's MIDI for "Cold Shoulder" for some reason but it's not that out-of-place), with a lineup of classic MIDIs that also happen to evoke that chilly feeling. That's not to say it's all style and no substance, though - even if the fights do feel like they have a less intense bite overall than MoM, there are a lot more tricky "gotcha!" moments here that really keep you on your toes for longer. Each new arena feels dynamic and well thought-out (even the random pop-up monsters in MAP08 that feel a bit forced in but still work somehow even though you got a free BFG (the only BFG in the set, if I'm not mistaken) in the first room and plenty of cells along the way so it doesn't even really matter but whatever). The whole WAD flows super well, too, and lends itself very well to marathon sessions. Each map has a degree of momentum that keeps everything moving at an enjoyable pace. I found the ammo balance to be a lot more generous than Monuments of Mars for this one too. I don't know if I'd necessarily say that means this WAD is "easier," but it feels a lot more beginner-friendly (as in, me. that's me. I'm beginner) and makes fights feel a lot fairer. Outside of MAP07, "Below Zero," being WAY harder than every other map in the set (and almost every map in DBP1, for that matter), the difficulty stays pretty consistent throughout. MAP01 starts out really simple and minimalistic, MAP08 is a bit of mini-slaughter, you know, the usual. For me, the show-stealer is MAP05, "Frosty Cream Glade." It is maybe one of the greatest Doom maps I've ever played. It doesn't look like much when you first see it, but the way everything is so interconnected and how clever yet simple the encounters are and how pretty the visuals are and how the nonlinearity of the map lets you tackle the encounters in almost any order you want so it feels a lot more personalized and how the map's layout means that part of the puzzle is figuring out how to get where you want to go and the indirect signposting is so well-done that you're probably guaranteed to find it but it still feels satisfying AAAAAAAAA I love this map it's so good. If there's one's map you need to play from this set, it's "Frosty Cream Glade." The AUDACITY of supercupcaketactics to use the MIDI from Scythe 2 MAP21 and somehow completely justify its placement is something I aspire to. This WAD's far from perfect - 40oz's maps can be underwhelming, some of the levels' freeform nature greatly hurt their pacing ("Cold Shoulder"), they take FOREVER to give you a rocket launcher (you don't get one until MAP04, that's annoying), MAP04 and MAP08 use the exact same MIDI which is really jarring when you play MAP08 for the first time, and for whatever reason MAP05's exit is tagged as a secret even though it's not hidden at all and is required - but I'm getting nitpicky. Circle of Caina SP is a fantastic set of levels from some highly talented people working with a theme that I'm already a huge fan of. Definitely a WAD to check out if you've got a few hours to spare. OVERALL RATING: 8/10 FAVORITE MAP: MAP05 - "Frosty Cream Glade" (by supercupcaketactics) LEAST FAVORITE MAP: MAP03 - "Some Other Circle" (by 40oz) (it's not terrible by any means but it feels kinda meh compared to the other maps) HARDEST MAP (for me at least): MAP07 - "Below Zero" (by 40oz) MAP YOU SHOULD PLAY FIRST IF YOU WANT A SAMPLER: MAP01 - "The Chill Before The Thrill" (by noisyvelvet)
  16. Denim Destroyer

    Back To Hell Episode 1 Beta 0.75

    Back To Hell Episode 1 is a great example of bad first impressions. The first few four levels consist of odd progression choices that only make sense if you are familiar with playing Doom levels. For example map01 has you enter a room to press a switch that raises bars in the previous room granting access to a switch that raises bars in the first room. I will admit that I almost dropped the wad but I figured I could get through the levels fast, plus the early ones aren't bad just alright. After map04 the level quality increases immensely and I eventually found myself enjoying what I almost discarded. With that said the levels themselves are neither good or bad and if a the mapmakers ever decide to come back to this I recommend touching up the early levels.
  17. Guest

    Doom Guy's House

    Version

    20 downloads

    Converted main2d2.wad to use GZDoom features like 3D floor, mirror, and fog. A simple house wad. MAP01 -- "Move IT" OGG music in gzmain41.wad produced by the author himself
    Awful megawad, lots of big areas with no interesting design or texture design, many lowering or going up platforms, awful monster placement, dropping chaingunners and hellknights at you even on map01 with very few ammo. No monsters with "deaf" flags, you just have to lower a platform, make a shot and wait for all the monsters to come at you to shoot them down one by one at the bottom of the platform. Secrets are ridiculous, not enough clues to find and if you find one is only to be ambushed by monsters only for a couple of shotgun shells. Monsters hidden under transparent wall/wood textures, they can see you, you can't and when you realize where they are, they've already shot you down. 2 stars for the effort of doing 30 long maps. Edit: as a regular rule in Doom mapping, locked doors should give a hint which color key is needed to open them. In this wad I only saw 1 map doing that, all the other maps didn't have any clue for the locked doors making navigation really painfull
  18. Version

    18 downloads

    Replacement level for MAP01 for Doom II There is no particular theme or story for this wad it's just designed to give the average (skilled) Doom player a hour or two of extreme killing pleasure. I have spent a fair amount of time ensuring that all textures and such are aligned and pegged (nothing bothers me more than a well designed wad with poor texture alignment everywhere). Not to alarm anyone but this is my first released wad; try it before you judge. There are 463 monsters (on Ultra-violent) but they don't all wake up on the first shot so the level remains playable. There are a few secrets, please look for them. There is a bit too much ammo, especially towards the end, but I wanted the wad to be playable by everybody ... and if you don't do it right, you may still run out.
  19. dead account

    Save The Road

    And the MAP02 is a fucked up version of the MAP01 of Equake.wad but all the shit is replaced with sonic, Man, Stop making those worst wads, You are being a worst terry wadder
  20. Tycitron

    TNT: Revilution

    This is just a wonderful WAD, i enjoyed it all the way through, Ultra-violence on my first go. the music made it feel so cool, my favorite music pieces have to be Map01 TiN Toker, Map06 Contempt i hate you, Map02 Neato, Map13 ThirteenTH Hour, and the intermission and story screen music, The final map is one of the best Map30s i've ever seen. This is really a true sequel to TNT, so thank you guys for making it! So all in all id recommend that you play this as soon as you can!
  21. QQXgamer

    Phobos

    This is the first custom wad I ever played, actually I don't even know how it had appeared in my Doom folder back then. Anyway after I learnt how to actually run it, I enjoyed the interesting layout and new textures. Also the gameplay is very different compared to Doom 2, which I found interesting at first. However I am sorry to say I didn't enjoy levels 2-3 very much. Surely there is an idea behind this design, but the gameplay is tiring. Solid 3 stars thanks to Map01, which I like a lot.
  22. Zalewa

    Underground Presence

    Amateur design that's very consistent with its inconsistency. The first impression that you get when loading the first map of this WAD will persist for MAP01 - MAP04. The final 2 level are slightly better - they show that the mapper is making progress. It also has a boss fight that goes immediately to the end screen as soon as you place the killing shot at the boss.
  23. seed

    Doomed Space Wars

    "Force may be with you. Always." And thus Doomed Space Wars endeth, played through GZDoom 4.1.3 on UV difficulty. That's one interesting Star Wars themed wad, so let's see what do we have here. Doomed Space Wars is a 12-map Star Wars themed wad centered around fast gunplay and atmosphere. It comes with new enemies, textures, sounds (the majority of which originating from PSX Doom), effects, status bar, intermission screens. The levels themselves are large and complex, but fairly straightforward at the time, with plenty of exploration to do, but not mandatory at the same time, most of which can be pretty much avoided, with good flow and progression. The enemies are well placed, not too dissimilar from the likes of Plutonia or Scythe, requiring the player to act thoughtfully and especially fast. The combat itself is very fun and fast paced for the most part, showing no signs of slowing down at any point. The maps offer a decent amount of resources with some very juicy secrets in places, but managing them well is essential, assuming it is all going to be easy is a costly mistake, and mistakes are punished, but not through cruel or unfun means. The difficulty is the traditional kind, starting easy and getting more difficulty as you make progress in the wad. That being said, the wad does make it clear even from the very first room of MAP01 that some opposition will definitely be faced down the road and it won't be a mere walk in the park with fancy looking levels and poor gameplay, they both go hand in hand in DSW. The wad also make good use of GZDoom effects such as colored lightning which adds extra atmosphere to the levels, and 3D floors. Colored lightning, along with the sound design, add a PSX Doom touch, with the weapon and enemy sounds originating mainly from that port. The enemy count ranges between a few dozen at times, to a few hundred, but goes no higher than 400. After all is said and done, the wad ends with a battle against the Chaos Elemental, and especially deadly version of the Pain Elemental who fires projectiles and with much more health. Perhaps the main flaw of the wad shows in the secret levels, or rather, MAP11. This is because this level is little more than a filler, or, depending on the perspective, an easter egg. It is a PSX Doom styled level, which feels out of place when taking in consideration the rest of the SW-themed maps. Another problem is the fact that some enemies are overused, the Sentry drones are everywhere, by far the most common enemy in the entire wad. Interestingly, it also carries a System Shock 1 vibe. All things considered, DSW ends up as a fantastic SW themed wad. It is obviously a passion project that manages to capture the atmosphere of the movies very well in its base levels, and there's plenty of new things to see in each map to keep you asking for more, and more. The authenticity and detail is surprising on quite a few levels, showing that it goes well beyond simply giving a SW vibe with symbols and textures in its maps and tries to immerse the player into them as well, building an actual, believable world, all while staying 100% Doom, probably the main reason why it does not feature any new weapons, and all vanilla enemies are present, in addition to entirely new ones. It is well worth a shot, even if you aren't too much in SW, a similar story to Pirate Doom. Now grab your light saber and cut 'em droids.
  24. Guest

    DM2GM3A.ZIP (dm2gm3a.wad + .txt)

    Version

    29 downloads

    A DOOM II combo co-op/ deathmatch / single player wad. This pwad represents my most ambitious effort for pwad design to date. I have payed particular attention to design elements like textures, lighting and shading, weapon placement, monster selection, and most of all playability. One area of this level is extremely complex, graphically, and had occasionally caused a NoAvailableVisplanes or similar message and subsequent crash to DOS. This should be fixed, but if you have any trouble, please e-mail me right away. This wad designed for use with DOOM II and replaces map01 (level 1). Any and all feedback welcomed. Also, there are no unsolvable puzzles or traps. all secret doors are identifiable via texture change lighting, or similar. Any area you can see, you can get to. Hope you like it, if not please tell me why, so I can improve on design. ANY and ALL Feedback Welcome!
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