megawads
183 files
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Moonblood
By Deadwing
Moonblood is a megawad (32 levels) for Doom 2. The Project has started with remastering the levels from my first wad, Eclipse, but the changes became quite big and I decided to turn it into Moonblood (it was initially called Revclipse, then after Reclipse). The levels were most inspired by early Scythe 1 levels, Jenesis, Mano Laikas and DTWID series.8312 downloads
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The Joy of Mapping #3 - MANDATORY JOY
By Guest
This was a livestreamed communal mapping session that took place on January 28th, 2017, with participants mapping under the strict guidance of Jimmy and a few session tutors via Discord and TwitchTV. The mappers were talking through the basics of mapping, such as creating connected areas, interesting layouts, and using thing placement sensibly.
The participants mapped in a variety of formats, mostly Boom and ZDoom (UDMF).
Map Listing: MAP01: First Map - Polyducks MAP02: Battle Tendency - DrPyspy MAP03: Cart Before The Horse - Anonymous MAP04: Infestation Station - Gutawer MAP05: Sewer Or Later - A2Rob MAP06: Capricious Cavern - Baratus MAP07: WaterWorld - DukeWooze MAP08: THE IMPS, OH GOD - DoomTheRobot MAP09: Techno Keep - Mystyc Cheez MAP10: Phobos Micro Computer Lab - kevansevans MAP11: Lost Stock Holding Station - walter confalonieri MAP12: Fortress of Blood - Dalvi Dandy MAP13: Dandy and Sandy - vbob MAP14: Sand Wedge - Pinchy MAP15: Subterranean Headaches - Breezeep MAP16: Slimy Nook - Alfonzo MAP17: Midal - SAraisVanu MAP18: Library of Horrors - rdwpa MAP19: Vacant - AD_79 MAP20: Mountain Base Atlas - DooM_RO MAP21: Funked Up - Fonze MAP22: Embers - ZZYZX MAP23: Oasis2 - Jimmy
Music Listing: MAP01: "Why Settle For Colonel?" by yakfak MAP02: MIDI of "Faint" by Linkin Park MAP03: "Countdown to Death" by Robert Prince MAP04: "Time Trax (Gen) Stages 2, 5, 7" by Tim Follin MAP05: "Depth Charge" by stewboy MAP06: "CAVE1.MID" from Gubble 2 OST by Seppo Hurme MAP07: "They're Going To Get You" by Robert Prince MAP08: "Goin' Down The Fast Way" by Lee Jackson MAP09: "Into Sandy's City" by Robert Prince MAP10: "The Demon's Dead" by Robert Prince MAP11: D_DEAD from heroes2.wad MAP12: MIDI from alpha version of Blood, by Daniel Bernstein MAP13: "Shawn's Got The Shotgun" by Robert Prince MAP14: "Planet of the Assholes" by Jimmy MAP15: "King Roo" by Alfonzo MAP16: "kocking on, clocking off" by jmickle66666666 MAP18: "Cyanide Downpour" by Jimmy MAP19: "Reach Within" by Jimmy MAP20: "Parhelion" by Jimmy MAP21: MIDI of "Funked Up" by Overdrive MAP22: "Ravi Vallis" from Chaser OST by Juraj Karkus and Lubomir Ruttkay MAP23: MIDI of "Crush" by Pendulum162 downloads
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Good Morining Phobos
By sincity2100
Good Morning Phobos is a brand new megawad that captures some of the old school and new school levels,created mostly by me,hope you enjoy this exciting experience1260 downloads
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Speed Master
By Guest
Megawad, based on the results of three speedmapping contests, held on www.iddqd.ru in 2014-2016, with next themes:
1. Industrial 2. Ancient city 3. Free disigned style, but there was limit of 3-colours of textures/floors on map
All maps were built in limit of 4 hours, than were sent to a contest judge and there was voting for best maps. Later, maps we not be able to upgraded, but with fix of some major bugs and gameplay balance.110 downloads
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Suitcase of Gor (Formerly D2Redux)
By Guest
The first maps I ever made, they suck, look terrible and are cramped as shit. A reimaging/remake/restyling of DOOM II. Inspired by a ton of stuff.87 downloads
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Map a Day
By Guest
A project that ran trough most of October 2016, an attempt to create one map per day, to create a megawad. Well, I got to map 24, removed one completely for not working, other one is tedious, and thus a secrect. 23 normal maps.42 downloads
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Doomworld Mega Project 2015
By Guest
The idea and goal of the project was to get maps from as many mappers as possible, one map per person, during the course of the year 2015. Anyone could participate, and there were no restrictions regarding the theme or the quality of the maps, other than "no abusive maps that use scripts to change people's settings or are 1 GB while unzipped, etc.".
The maps are split into 3 wads: DMP15A for vanilla and limit-removing compatible maps, DMP15B for Boom compatible maps, and DMP15C for ZDoom and GZDoom compatible maps. See below for detailed info about particular maps.113 downloads
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Countdown to Core
By Guest
DANGER! Romero Head has hired an army of hitscanners and are now planning to blow up the electronic core of Hell, which would radically effect both Hell, and Earth above. Too bad demons still have a bone to pick with you... 15 maps of action await, many secrets to find.42 downloads
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ECHELON
By Soundblock
A megawad full of small & fast levels. A reimagining of the Doom II storyline.233 downloads
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Sparta 2 - Project vesuvius
By Guest
A sequel to a wad that was made a long time ago, based on a similar premise of scrap maps and concept ideas that I never followed through, there are a few maps in here that i made specifically to stitch the whole thing together.116 downloads
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WOOO 3: Too Good For the Mappers Who Made It
By Guest
"Here it FINALLY is! The EXCITING (citation needed) CONCLUSION (please god) to the CRITICALLY PANNED WOOO series!
In this EXCITING (citation needed) installment you will be forced into MULTIPLE MAPS on a quest to AVENGE A CLAYMATION demon guy (or some shit) with FULLY VOICED FMV CUTSCENES and STUNNING VISUALS that PUSH THE ENGINE TO ITS LIMIT (and you) as the GRIPPING STORY continues.
Only YOU can save SOMEBODY by doing SOMETHING, I'm sure of it!"
WOOO 3 is... Well, tries to be, a jokewad made by many people simply for the sake of making things awful. Now this wasn't my original intention, but fuck my boring rules, who needs em?
Anyway, this is for Doom 2 and the latest version of GZDoom (possibly Zandronum compatible as well?) and makes heavy use of GZDoom features so prepare your old hardware for a viking funeral.210 downloads
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The Journey ver. 1.1
By Guest
A new 32-map megawad for DOOM II, focusing on short to medium length levels, played in a series or from pistol start, in single player or cooperative.
THE JOURNEY takes you across a variety of locales, challenging you along the way with insidious traps and vicious monsters. The levels are easy to understand, but don't underestimate them because of the lack of massive hordes! Close quarters and strategical monster and item placement will test your skills. The average time to complete a given level is about 8 minutes, and all are designed with pistol start compatibility in mind. You aren't just handed all the weapons and supplies right away -- you'll have to explore and fight smart to upgrade your arsenal and make it out alive. If you don't want to worry about ammo that much, playing the levels in a series is a good idea. Skill levels are also implemented -- the changes don't work to neuter the identity of the encounters, but to allow the player to be just a bit more reckless.
For more fun, take on the journey with friends or strangers in co-op mode. Or, use the levels as DeathMatch arenas. Map 01 especially is designed with DeathMatch in mind. For more info, check out the included TJMAPS.txt - it contains things such as music list, additional fluff for each level, usage tips for the new graphics, and more. For info on what was changed in version 1.1, see the included TJPATCH.txt.
Quick Start Load TJ.wad into your favorite limit removing port, running the latest version of DOOM II. The entire WAD has been tested on many different ports, but for best overall experience I recommend ZDOOM, running under software mode. The included DEHACKED file changes automap names and story screens, and includes modified frame data for a special effect used in a couple of maps. If the integrated .deh file doesn't work, load the included TJ.deh with the wad.
Recommended Rules: vertical autoaim, no up/down looking, no jumping, no crouching. Levels are designed to mitigate the annoyance of "infinitely tall actors" but I recommend turning that off.598 downloads
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The Joy of Mapping #2
By Guest
This was a livestreamed communal mapping session that took place on August 27th, 2016, with participants mapping under the strict guidance of Jimmy and a few session tutors via Discord and TwitchTV. The mappers were talked through the basics of mapping, such as creating connected areas, interesting layouts, and using thing placement sensibly. In hopefully the first of many similar live tutorial sessions!
The participants mapped in a variety of formats, mostly Boom and ZDoom (UDMF).
Map Listing: MAP01: Hodge-Podge Hoedown - Baratus MAP02: Meme Factory - DoomTheRobot MAP03: Reversi - Niwatorry MAP04: Comm Center - SMG_Marine_ MAP05: Hall of Silence - 7Soul MAP06: Welcoming Committee - Royal_Sir MAP07: Minicore - Pinchy MAP08: Procrastination Station - Breezeep MAP09: Lights Out - ZZYZX MAP10: Descent into Madness - Rossyrg MAP11: Crap II: Montezuma's Revenge - Vbob MAP12: Jolly Green Giant - NuclearPotato MAP13: Nice 'n' Warm - MarketAnarchy MAP14: Reckless - Fonze MAP15: Green With Envy - temin_dump MAP16: An Assort on the Senses - an_mutt MAP17: John Suitepee Deleted All the Revenants - rdwpa MAP18: A Face Made Out of the Jungle - TMD MAP19: Mechanism Eight - Jimmy88 downloads
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Mutiny (A Doomworld Community Project)
By Guest
Mutiny is a 16-level, Limit Removing Community Project Episode for Doom 2 intended to be the spiritual successor of late 90's cyberpunk themed wads such as STRAIN, Hacx, Nimrod, Dystopia 3, and Perdition's Gate. It features new colorful, high contrast, (intentionally retro) textures inspired by the works of Iika Keranen and Anthony Czerwonka, complete with plenty radioactive signs, warning stripes, computers, slime, and rust.386 downloads
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The Joy of Mapping #1
By Guest
This was a livestreamed communal mapping session that took place on July 23rd, 2016, with participants mapping under the strict guidance of Jimmy and a few session tutors via Discord and TwitchTV. The mappers were talking through the basics of mapping, such as creating connected areas, interesting layouts, and using thing placement sensibly. In hopefully the first of many similar live tutorial sessions!
The participants mapped in a variety of formats, mostly Boom and ZDoom (UDMF).
Map Listing: MAP01: Crapola Canyon - Baratus MAP02: Better than Wow, Barely - BouncyTEM MAP03: Rocks - DoomTheRobot MAP04: Pure Jammin' Arse Burgers - speckygingerweapon MAP05: AASHITTY - Fulsy MAP06: Little Green Base - Fuzzball MAP07: The Duobase - Gutawer MAP08: The Horror of Mapping - Kate MAP09: Untitled - MarketAnarchy MAP10: Hogshoe - MrGlide MAP11: Spooky Spoops - Pinchy MAP12: Fut the Whack - Fonze MAP13: Untitled - ZZYZX MAP14: Crap - Vbob MAP15: Joyfort - Jimmy87 downloads
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THT: Threnody
By Guest
Ty Halderman, the essential pillar of the Doom community, passed away in 2015. He is greatly missed and his contributions to the Doom scene have helped keep this old game alive and kicking. This project tries to honor Ty with levels that pay tribute to his work be it in the form of his levels or contribution to the Boom sourceport.
For more information on Ty go to this website, which has links to everything you need to know about him as well as the community's condolences: https://www.doomworld.com/vb/doomworld-news/ 74184-idgames-maintainer-ty-halderman-passes-away-at-69/
There are 20 levels in this megawad along with plenty of new music and awesome new, original skies! The project also uses a big part of Team TNT's The Return and Final Doom: Evilution ressources. We enjoyed putting this project together and the level of commitment from all those involved should be visible in the final result. In short: We hope you enjoy playing it as much as we enjoyed making it!369 downloads
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Japanese Community Project
By Guest
Japanese Community Project is a 32 level megawad made by Japanese Doomers.
Doom is a minor game in Japan, so Doom community in Japan is very small. The community having been weakening year by year, we started this project for strengthening our solidarity, improving mapping skill, and so on. We aimed a low-threshold project which anyone could participate. Some doomers were inexperience mappers or beginners, so Tatsurd-Cacocaco, a project leader, supported map's detail and port compatibility. We finally managed to complete 32 maps which are the same quality as modern maps.
Japanese status HUD is included .If you load JPCP_HUD.wad with this wad, status bar in "Katakana" and "Kanji" can be used.
We hope that you have a good time.1127 downloads
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Ancient Aliens
By skillsaw
Ancient Aliens is a megawad featuring 32 colorful, action-packed maps for Boom compatible ports.
Go on a journey to discover the truth about the enigmatic origins of human civilization...
I'm not saying it was aliens, but... the truth is out there.2257 downloads
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MAYhem 1500 AKA MAYhem2015 (v1.50)
By Guest
After three successful(ish) endeavours and a year of slow-cooking, the MAYhem crew is back with 34 more maps made in May! This time, it's a very gothic edition of MAYhem where we decided to restrict every level to exactly 1,500 lines. These maps may be black like our souls, but we hope this WAD brings joy and laughter to those who play it!
The Maplist:
01 - No Mayhem! by Walter Confalonieri
02 - The Silencer by Impboy
03 - Venom Canyon by jmickle66666666
04 - Prayers in Stone by dobu gabu maru
05 - Domain of the Generically Damned by cannonball
06 - Castle Bathory by Impie
07 - Scalding Creek by AD_79 and Marcaek
08 - Shi by Paul Corfiatis
09 - Bond of Blood by gaspe
10 - 1500 BC by Marcaek
11 - 1500 AD by AD_79
12 - Every Which Way but Loose by Chris Hansen
13 - Tech Center I-267 by CorSair
14 - You Are Worshipping a Sun God by Inkie
15 - Too Many Homages by Walter Confalonieri
16 - Sacrificial Circle by Phobus
17 - Drillbit Compression by Pinchy
18 - Solemn Outpost by Marcaek and an_mutt
19 - Still More Mayhem by Urthar
20 - Somnolent Keep by Zakurum
21 - Euronymous by Egregor
22 - Monument of Pain by Phobus
23 - Rancid Redeemer by Archi
24 - Intersection of Oppression by Marcaek and an_mutt
25 - The Way to Jadeamir by Pinchy
26 - Jadeamir by Pinchy
27 - Sleep with the Fishes by Breezeep
28 - Merciless by ArmouredBlood
29 - Solace of the Shadows by Demonologist
30 - Catastrophe at the Keep of Cape Caco by NoisyVelvet
31 - Benedictine Convulsions by Obsidian
32 - Art of Suffering by joe-ilya
33 - Isolation Game by Getsu Fune
34 - Isle of the Descendants by joe-ilya145 downloads
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DUMP Episode 2: Dump Harder
By Guest
For 2016, I really want to better my mapping abilities and put out some good stuff. Two friends, Mystical and Gardevoir, said that a good experiment might be to try speedmapping. Just get the shit out of the mind and into the editor, stream-of-consciousness work. 4-6 hours, Zandro compatibility, vanilla monsters/weapons. DUMP 1 began and it was a success, bringing a whole bunch of me and my friends into ZDoom mapping and just churning things out. Then another friend, AD_79, suggested I open it up to the public. I did, and the response was overwhelming. An unfathomable amount of people signed up for this, and we ended up with a grand total of 68 maps. A hub map, 64 normal maps, a secret map, a final map, and a Marathon map (of all things).
As before, we now present to you a small hub leading to a handful of different maps. Beat X amount of maps to unlock the exit, with X being a variable depending on the difficulty level (ITYTD only requires a handful of maps, Nightmare requires EVERY SINGLE MAP), and defeat the final boss to win. Gameplay mods should be supported, though there's been trouble in Zandronum so it may be better to use them in ZDoom/GZDoom. Pistol start is enforced, and monsters are vanilla (except for the Final Boss).
As before, the primary purpose of this project is to have a way for all of the newbies to try and push over that initial hump together, to MAKE something. It's the usual pile of quality you'll expect from a gigawad of MyFirstZDoomMap.wad, but it was fun to band together to make shit. Again, as before, please feel free to point out any issues, troubles, errors, imbalances, and etc about the maps. Don't feel the need to sugarcoat, give it to us straight--none of us are pro-tier mappers. We can't improve if we don't know what's wrong.114 downloads
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DUMP Episode 1: Fuck Time Limits
By Guest
Mapping is hard.
A lot of us have been wanting to map for a while, but can't really get over that initial hump. There's only one way to improve, but oh man is it painful to just grind, grind, grind until you get a clue and figure out what to do. We get awesome ideas! Oh, man, this would be so cool! Then we jump in and...stare at the grid for hours.
For 2016, I really want to better my mapping abilities and put out some good stuff. Two friends, Mystical and Gardevoir, said that a good experiment might be to try speedmapping. Just get the shit out of the mind and into the editor, stream-of-consciousness work. 4-6 hours, Zandro compatibility, vanilla monsters/weapons. Then a friend decided to jump on board. Then another friend. Then another friend. Then we had a whole bunch of people making maps, vet and newbie alike, all pushing against a 4-6 hour deadline to make some ZDoom maps to jump up and down on. Then we compiled them into a single pack and gave 'em one more run through for polish and decoration.
Obviously, we finished. We now present to you, a small hub leading to a handful of different maps. Beat each map to unlock the exit, and exit to win. Gameplay mods should be supported. Pistol start is enforced, though, so something like DoomRLA or Hideous Destructor will likely piss you off. Monsters are vanilla, except for the secret/final map, which comes to a grand total of two new enemies.
The primary purpose of this project is to have a way for all of the newbies to try and push over that initial hump together, to MAKE something. It's a way for the vets to lead on some new mappers, welcome them into something they wouldn't normally try. Please enjoy, a lot of people really fought tooth and nail in order to hurdle over the hump and make it in. Also please feel free to point out any issues, troubles, errors, imbalances, and etc about the maps. Don't feel the need to sugarcoat, give it to us straight--none of us are pro-tier mappers. We can't improve if we don't know what's wrong.122 downloads
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