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458 files

  1. Stupid Benchmark #1

    This was originally intended to be a benchmarking wad to compare various doom source ports, but proved to be too computationally expensive regardless of the source port used.

    15 downloads

       (6 reviews)

    Submitted

  2. Crossfired

    My first map, it has like two secrets, some encounters when you need to act fast, some switches, and absolutely no keycards. Difficulty matters, it changes some monster placement and gives you more stuff at one point. Have fun

    13 downloads

       (3 reviews)

    Submitted

  3. Complex 502. Arrival

    UAC infantry squad arrives in a remote island complex #502, located on one of the planets in the lived-in space sector. After the "incident" on Mars and the Earth it was completely abandoned. Only one-third of the attendants, security guards and management were able to escape during the invasion. The exact purpose, types of studies and other data on a set of secret ...
    The detachment tasked to assess the situation, to get on the transport tunnel to the server stations and make backup copies of the surviving information on special media.
    Suddenly Center loses contact with all the squad, but an hour later received an unreadable message about unidentified enemy and request for assistance. One of the foot soldiers in the reserve instructed urgently to reach the last-place output unit to communicate ...

    22 downloads

       (5 reviews)

    Submitted

  4. Amnesia

    You wake up. you feel a huge gash on your head and a bullet wound in your chest. Picking yourself off the ground, you see corpses hanging from chains. You do not know where you are. As a matter of fact, you do not even remember your own name! you have no memory of what happened before you were knocked out or anything before that. As you try to remember, you notice a shotgun in the middle of the floor. "I guess it's time to find my way out of here."

    This is my very first level made in Doombuilder, I spent about 5 days on it and made sure to put as much detail as possible in it. This map may be later updated or altered. Please do not criticize, as this is my FIRST map ever made. Play with Doom 2 IWAD. Gameplay requires crouch.

    21 downloads

       (10 reviews)

    Submitted

  5. Archaeologists Nightmare

    Members of an archaeology team disappeared working on a remote ruins site in south america. Its your job to find out what's happening. Reports also indicate a militant nazi presence in the area.

    20 downloads

       (6 reviews)

    Submitted

  6. A Party Downstairs

    One of the basement levels underneath an UAC complex became infested with demons. It needs cleanup, and you drew the short straw. Good luck.

    A somewhat tough tech map of an average size.

    20 downloads

       (6 reviews)

    Submitted

  7. Abyssal Speedmapping Sessions: Session 18

    20 maps made during the eighteenth Abyssal Speedmapping Session in the space of two hours, with 15 minutes for music and texture selection and 15 minutes for bugfixing. Each mapper had 3 themes to choose from, this time borrowed from the Mayhem series:

    - Texture pack: Nick Baker's Recoloured Doom and Doom 2 textures v2 / NB_RECOL.WAD (from 2012) plus "Pinchy's birthday" rule of one 128x128 Easter Egg; no other custom textures! - 2048x2048 playable area (from 2014) - 1300 linedefs (from 2015, tipping hat to 2013)

    Breezeep, rf`, AD_79, RottKing and TheMionicDonut used the Alfonzo treatment.

    29 downloads

       (12 reviews)

    Submitted

  8. Crumpets

    Crumpets is a set of 9 bite-size boom-compatible maps, designed to be played from pistol start. The levels are small, typically 50-100 monsters a piece, and loosely follow a plutonia / marble-ruins aesthetic. UV is designed for experts, so I encourage most players to start off on HMP.

    295 downloads

       (34 reviews)

    Submitted

  9. Abyssal Speedmapping Sessions: Session 17

    13 maps made during the seventeenth Abyssal Speedmapping Session in the space of two hours, with 15 minutes for music and texture selection and 15 minutes for bugfixing. Each mapper had 3 themes to choose from:

    - CRATES - Lower tier monsters, no hitscanners - Tactical Crushers

    TheMionicDonut and AD_79 used the Alfonzo treatment. Dusk also updated his map extensively during the beta stage; this version is included as MAP32 and must be warped to with a cheat code, command line parameter or console command depending on your port of choice.

    27 downloads

       (11 reviews)

    Submitted

  10. Abyssal Speedmapping Sessions: Session 16

    17 maps made during the sixteenth Abyssal Speedmapping Session in the space of two hours, with 15 minutes for music and texture selection and 15 minutes for bugfixing. Three themes were made available to the mappers...but the clockwork of this process was nearly jeopardized when Jimmy started his map ten minutes early. We made it work though. The three themes were:

    - uacultra texture usage (Fifth anniversary, yo!) - Unorthogon. No 45 or 90 degree angles in the map - Vertical map extravaganza! drop of 512 units features prominently

    Jimmy, Alfonzo, Pinchy, walter and shockblast used the full Alfonzo treatment AD_79, TMD, and Breezeep also used the treatment to a lesser extent

    29 downloads

       (9 reviews)

    Submitted

  11. CastleTech

    A medium sized map featuring an outdoor castle based theme and interior tech based theme. Takes about 6 minutes to complete. This Is the second map I've ever created and I hope to create many more in the future.

    17 downloads

       (7 reviews)

    Submitted

  12. The Asylum

    DO NOT USE FREE LOOK, JUMP, OR OTHER POST-DOOM SETTINGS! A linier, survival-horror-style level inspired by the Asylum from the game Shadowman. It seems to work ok with gzdoom, skulltag and zandronum, but was broken by both doomsday and prboom+. Despite its dependence on zdoom mechanics, this level was NOT designed to accommodate any features beyond the original doom principles and as such, something as simple as free look and the ability to jump (to say nothing of cheat codes etc.) may easily break it. So use traditional doom controls with jump disabled. Also, it is not meant to be pitch black in the first several rooms, so if that happens you need to turn up the brightness. To survive the level, I suggest you keep fast movement toggled on. Some trial and error is inevitable, but how much will depend on your observance and on un-Doom-like common sense. If you wish to save your progress, do so carefully, because there are many ways to screw yourself up, even if you don't yet realise it. Using multiple save slots is best so you can backtrack when you need to.

    14 downloads

       (5 reviews)

    Submitted

  13. Celestial Site

    My map for the Realm667's DooMJA-VU Competition =)

    35 downloads

       (20 reviews)

    Submitted

  14. Alive

    Short map, enter a castle located in a, like, late autumn setting.

    47 downloads

       (23 reviews)

    Submitted

  15. Abyssal Speedmapping Sessions: Session 15

    15 maps made during the fifteenth Abyssal Speedmapping Session (huh) in the space of two hours, with 15 minutes for music and texture selection and 15 minutes for bugfixing. Considering this was Obsidian's last session, the mappers had 5 themes as opposed to 3. Those themes were:

    - Plutonia.wad - Library - Self-referencing sectors - Copious amounts of barrels - Action 69(for Valentine's Day <3 )

    An_Mutt, AD_79, Jimmy and SlashBane used the Alfonzo treatment and then Jimmy and SlashBane proceeded to take another hour. Jesus Christ on a pogo stick.

    30 downloads

       (11 reviews)

    Submitted

  16. Abyssal Speedmapping Sessions: Session 14

    11 maps made during the eleventh Abyssal Speedmapping Session in the space of two hours, with 15 minutes for music and texture selection and 15 minutes for bugfixing. Each mapper had 3 themes to choose from:

    - Raising stairs function - Perpetual moving floors - Lite-Amp goggles

    Alfonzo, AD_79 and SlashBane used the Alfonzo treatment and SlashBane used another 20 minutes or so.

    25 downloads

       (10 reviews)

    Submitted

  17. Abyssal Speedmapping Sessions: Session 13

    12 maps made during the thirteenth Abyssal Speedmapping Session in the space of two hours, with 15 minutes for music and texture selection and 15 minutes for bugfixing.

    Considering this session marked one year since I started these sessions, I let them other mappers choose the themes. They chose

    - E4 - Abbatoir - John Romero style

    Scifista42 used the Alfonzo treatment.

    30 downloads

       (8 reviews)

    Submitted

  18. Abyssal Speedmapping Sessions: Session 12

    10 maps made during the twelfth Abyssal Speedmapping Session in the space of two hours, with 15 minutes for music and texture selection and 15 minutes for bugfixing. Each mapper had 3 themes to choose from:

    - Predominantly liquid flats - FIREBLU exit with a metric ton of Arch-Viles - Circular architecture(Jimmy's pick!)

    I think mostly everyone used the Alfonzo Treatment this time around. 0_o

    27 downloads

       (7 reviews)

    Submitted

  19. B/\|_||-|/\|_|S

    Four medium sized maps in the style of Bauhaus-art.

    102 downloads

       (35 reviews)

    Submitted

  20. Ubi Amnis Est

    One limit removing speedmap made for Phobus for his birthday. Hope you had a good one mate. :)

    19 downloads

       (9 reviews)

    Submitted

  21. Bloody Graveyard

    A one map Halloween wad that is inside a bloody graveyard. It is said the Skelly King resides within this graveyard, you must destroy him or else earth is in danger.

    33 downloads

       (19 reviews)

    Submitted

  22. Alkylation (version 1.0)

    An UAC outpost has been invaded by a new kind of demons. It's up to you to go there and clean the installations.

    96 downloads

       (13 reviews)

    Submitted

  23. Abyssal Speedmapping Sessions: Session 11

    6 maps made during the eleventh Abyssal Speedmapping Session in the space of two hours, with 15 minutes for music and texture selection and 15 minutes for bugfixing. Each mapper had 3 themes to choose from:

    - Haunted mansion - Catacombs/crypt style thingimajig - Nightmare sequence(think Silent Hill and Cry of Fear)

    Minigunner, 4shockblast and Mugsy used the Alfonzo treatment.

    28 downloads

       (10 reviews)

    Submitted

  24. Abyssal Speedmapping Sessions: Session 10

    10 maps made during the tenth Abyssal Speedmapping Session in the space of two hours, with 15 minutes for music and texture selection and 15 minutes for bugfixing. Each mapper had 3 texture sets to choose from:

    - Erratic Texture Pack 1 - DrDoctor Texture Pack(recompiled by me) - Marcaek's Super Special FIREBLU Ensemble!

    Jimmy used 30 minutes of the Alfonzo Treatment and Alfonzo used the Alfonzo Treatment and 35 more minutes. i dont even

    49 downloads

       (23 reviews)

    Submitted

  25. Botanic Biosphere v. 1.1

    A botanic station on a recently terraformed planet has been invaded by demons. Quite a big level with many areas to explore, with wide use of 3d floors.

    36 downloads

       (16 reviews)

    Submitted


  • File Reviews

    • By D3rpyD00dlez · Posted
      I genuinely enjoyed this mod with its level design and music. It was challenging and interesting and it kept me playing a while after beating it to try to find anything. though I would say it was slightly repetitive and overwhelming with enemies at some moments.
    • By LouigiVerona · Posted
      Writing a review for Darkening 2 is tough. It's a beloved megawad, and for good reason. As many other reviewers have said, it is historically a very important project.   It was an important megawad for me personally. I fell in love with the first level in particular. The music, the realistic architecture, so reminiscent of the video games of the 90s... It all left a lasting impression. And it was one of the most beautiful wads I've seen at the time.   But I rarely played anyt
    • By Ofisil · Posted
      A competently made map, for sure, but fun? It's way too long and repetitive, with same-y combat & ambush scenarios used again and again, and with way too much enemies, and not that much of a challenge, even for me who isn't exactly fond of "SUPER HARD WAD #9263!!!!11!. You can cut the whole thing in half, and then cut THAT half in half, and it would be a better map. Is it bad? No, just a little bit above average, mostly because it drags a bit too long.
    • By MrSkeltal · Posted
      Generally good map design, but the difficulty as is the case with pwads tends to be uneven even on HMP, especially when you mix them with what slaughtermaps tend to be (monster spam). Too many parts where, after pressing a switch, you'll spend some time killing enemies only to realise the map maker tried to get cute and spawned a bunch of hidden archviles somewhere to start reviving everyone while you were busy wasting ammo. This is especially unfun in parts with very little cover where you'll b
    • By Ranger Qwerty · Posted
      I like the part where I pay for the numerous murders I committed by getting beaten up by either a Mancubus or an Arachnotron, it changed my outlook on Monster Priority. Thank you "Problematic" Revenant #7, I have yet to find a way to repay him.
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