Jump to content

megawads

183 files

  1. Tarakannik 2

    82 downloads

       (24 reviews)

    Submitted

  2. DOOM 2 UNLEASHED (Pcorf community project)

    Welcome to DOOM 2: UNLEASHED - An all new 32 level megawad for DOOM 2 put together by various authors in the community. Known as the Pcorf Community Project at the Doomworld forums. After the release of Whispers of Satan I wanted to make a community megawad.

    The aim of this project was simple and it was to create a level for DOOM 2 using only stock DOOM 2 textures. 15 months later I received 40 levels divided into two episodes, the first DOOM 2 UNLEASHED which contains the 32 main levels and the second NO HOPE FOR PEACE which contains 8 additional levels. This megawad also contains a seperate music wad with mostly original music. The main wad contains the sumbitted songs + songs from Doom 1, Doom 2 and TNT hand picked by me.

    * Must be for Doom 2. * Make it as good as your abilities can allow you to. * Limit Removing, so add as much detail as you like. * Any theme or style. * Use any enemies. * Difficulty Settings yes or no, it doesn't matter.

    384 downloads

       (59 reviews)

    Submitted

  3. Mobius

    This mod adds very lot of almost all.

    139 downloads

       (70 reviews)

    Submitted

  4. Stronghold

    You know Doom, it is always the same, get some weapons, infiltrate the destroyed UAC base or demon hive, kill all the monsters and hellspawn and find the exit switch. This was Doom... until now: Stronghold is a mixture of Unreal Tournament's Assault mode and Skulltag's Invasion mode. Defend your Stronghold against hundreds of monsters, divided into several waves. Earn points, get rewards between waves and let no single enemy pass!

    455 downloads

       (121 reviews)

    Submitted

  5. Abandoned Megawad

    This is just a collection of maps I've abandoned in my attempt to make a Megawad. =.=''' So I make those into a Megawad. Playable, but expect absolute random themes, horrible textures, random monsters, random stuffs all over the random maps. But do expect some interesting maps that might be better than a few other maps around. Winks! Oh! And expect maps with repeated sections as I might have copied a section or two from maps to maps, but no 2 maps are identical. Expect a few harder maps between sets of simple smaller maps as well.

    Ok, in other words, don't expect much. Since most, if not all, are my first maps.

    The first few maps might throw you off, but things should get better after Map05 or 06. =)

    81 downloads

       (39 reviews)

    Submitted

  6. Speed of Doom

    33 challenging maps of a megawad.

    753 downloads

       (259 reviews)

    Submitted

  7. Claustrophobia 1024 2: The Mystery of Too Many Maps

    Claustrophobia 1024 2 is the community-made sequel to Claustrophobia 1024 which was released in June 2009. It's comprised of 34 brand-new maps restricting the player's movements to a 1024x1024 space. Decoration and monsters were allowed outside of this 1024 squared area. The player is allowed outside of the 1024 boundary given he is killed instantly. The focus of the project was to create a set of fun, quick & good looking maps while being able to work within the boundaries that were set. All of the maps were made to be played pistol start but it also plays just as well map-by-map.

    136 downloads

       (52 reviews)

    Submitted

  8. Necropia Zone (2010 Final Version) for ZDoom

    Necropia 2010 is new megawad with 32 new levels for use with Doom2

    163 downloads

       (58 reviews)

    Submitted

  9. Whispers of Satan

    Whispers of Satan is a 30 level add-on for id software's game Doom 2: Hell on Earth requiring a Boom compatible source port.

    1033 downloads

       (232 reviews)

    Submitted

  10. Time Of Maps - Part 1

    TOM is a boom compatible wad that uses only doom2 format line actions (except some boom light transfers) and sector effects. -complevel 9 in PrBoom-Plus is required for some rising stairs and "floor lower to 8 above highest floor" behaviour. Some maps don't work properly in ZDoom.

    This isn't intended to be a traditional map set. Instead, it's a compilation of random maps and mapping experiments (for me) with random themes that are sorted by date (mostly), rather than difficulty. Each map is intended to be learned and memorized from a pistol start and recorded on for max runs (not all maps also have an intended speed route). I imagine playing most of these maps without learning them would probably be pretty annoying. The point of the maps is to learn them, plan a route, and record a demo as fast as you can. Most of the maps are bfg-oriented or rocket/plasma-oriented and most people probably won't like the gameplay.

    Most of the maps are remakes of levels from other games. All of the remakes were built by looking around in-game in the original levels, counting floor and wall tiles to figure out heights and lengths, standing in corners and seeing where other corners line up, using a ruler and the in-game map to figure out general room sizes, etc. The Quake remakes were also built that way (I didn't look in a Quake editor). Though, there are still differences in appearance between the originals and remakes. If you're a fan of any of the games I did remakes of, I think it could be cool to check out these maps even if you don't like the gameplay (play on skill 3 - hurt me plenty - to play the maps without monsters).

    Intended to be played with these options, if you want:

    CATEGORY 1 (INTENDED) - prboom-plus 2.5.0.1+ - kills/items/secrets/timer HUD (with "smart totals" turned off) - any resolution + uncapped fps - custom key config for weapons - -longtics - no TAS features (unless you specify your demo is TAS) - turn180 if you use keyboard only

    CATEGORY 2 - zdoom - freelook + jumping turned on - infinitely tall actors turned off - no bfg aiming - custom key config for weapons - no crouch

    My key config in PrBoom-Plus is:

    WASD movement, M1 fire, SHIFT shotgun, R chaingun, Q rocket, E plasma, F bfg, SPACE use, ALT strafe on, MOUSE turning (sometimes arrow keys with my right hand for long sr50)

    My key config in ZDoom is:

    WASD movement, M1 fire, M2 jump, Q prev weap, E next weap, SPACE use, ALT strafe on, SHIFT center view, always mouselook, never auto-aim, no BFG aiming, dot crosshair.

    ///////////// // MAPLIST // /////////////

    MAP01 - released April 7, 2009 Don't wake up the revenants

    MAP02 - released April 12, 2009 Silent Hill 2 remake of the first part of Rosewater Park

    MAP03 - released April 16, 2009 Silent Hill 2 remake of the start area

    MAP04 - released April 22, 2009 Silent Hill 2 remake of the Courtyard in the Woodside Apartments

    MAP05 - released April 26, 2009 Doesn't work in ZDoom

    MAP06 - released May 11, 2009 Doom2 format version of smedley.wad. Doom2.wad map01 remake built from scratch (no copy/pasting) exactly like the original, with some new areas. A secret area is a remake of the starting room and a hallway in Quake E3M3. Rocket jumping is required to reach that secret area in ZDoom.

    MAP07 - released May 19, 2009 Quake E3M4 remake of the first room

    MAP08 - released May 27, 2009 Doom2 format version of first part of dekutree.wad. Zelda: Ocarina of Time remake of Inside the Deku Tree.

    MAP09 - released July 2, 2009 Doom2 format version of second part of dekutree.wad. Zelda: Ocarina of Time remake of Inside the Deku Tree.

    MAP10 - released July 3, 2009 Doom2 format version of last part of dekutree.wad. Zelda: Ocarina of Time remake of Inside the Deku Tree.

    MAP11 - released July 18, 2009 For practising 2-bfg-shot kills on cybers and long sr50. Similar design to Espi's pe.wad

    MAP12 - released June 6, 2009 Doom.wad E1M1 remake from memory, after not having played/seen the original map in about 1 year, with doom2 monsters. It was Creaphis' idea. Also appears in e1m1mem.zip, e1m1mem2.wad map01.

    MAP13 - released March 6, 2009 Doom2 format + single player version of my 2 sectors deathmatch map in 2sector.wad (map07) from July 2006. Originally released as seaburt.wad in March 2009

    MAP14 - released July 30, 2009 Doom2 format version of map27 from chips19.wad. Remake of level 27 from Chip's Challenge. Also turned out to be a 1024-style map.

    MAP15 - released July 16, 2009 Doom2 format version of my first five maps put into one map. The original maps are from dib28a.wad and were made in 2005

    MAP16 - released September 1, 2009 My attempt at making an Oblige-like map from scratch.

    MAP29 - demo map Map28 from dib28a.wad. My unfinished attempt at making cave architecture from 2006.

    MAP30 - released September 20, 2009 A map with 2 sectors that will certainly be hated by most, if not all.

    MAP31 - released July 30, 2009 Map11 with the cybers facing you.

    MAP32 - released July 30, 2009 Doom2 format version of two of the last rooms from flanagan.wad. Also shows a Doom "bug" (?) where you can walk through certain impassible walls if your map takes up 32768 units or more, either south-north or west-east. Doesn't work in ZDoom.

    92 downloads

       (19 reviews)

    Submitted

  11. Heroes' Tales

    The project from iddqd.ru the community, basis of which are maps, made in a speed- mapping course, on which only 4 hours were allowed (each speedmapping contest - 4 hours length). The first speedmapping contest ("Nature"), most maps from which are in this megawad, was in 2008.26.01. The second speedmapping contest ("Hell") has taken place on 2008.02.02. The third ("City") and the fourth ("Boss-level") speed- mapping contests were onto 2009.08.03 and 2009.18.07. Not all maps, made in those contests, are being present in this megawad because of different reasons. Those which are present - they have been re-worked (mostly - correcting bugs and testing the balance of weapons & monsters, the maps` basic geometry and their ideas have remained as they were in the beginning). However, since the end of the last speedmapping contest the maps`quantity was less than 32, community has decided to finish wad in an initiative order - as a result, it has turned out even more, than it was expected (33 maps). New maps were built in a course of various time, however the general rule was not spending more time to build a map than for a week. However, 3 exceptions were made - map 21 (originally built for another project), map 10 & 28 (were made in course of 2 weeks). The general storyline has been developed on a course of unifying all maps into one megawad, however, wad`s story wasn`t meant to be wad`s strongest point - each map can be considered as separate "history", by desire. Certainly, all maps were balanced for completing them "from scratch" and for speedrun.

    215 downloads

       (40 reviews)

    Submitted

  12. Killing Adventure

    This is an all new a 32 level episode for doom2. You must adventure through many unique worlds killing awful monsters along the way. When you play this in Zdoom you get all the level names. I learnt how to use mapinfo, add new textures and add new music. The first 11 levels are on the ground and then you go into space before heading into a vivid colorful world of beauty. Many arch guys and barons and blue enemies and demons will try and stop you but you have plenty of firepower to protect you. It took me 4 months to make this and I back this up on my memory card everytime I made a level. Thailand monsoon lightning struck powerline and my laptop was fried but got it replace with warranty. After that I finish off the Killing Adventure and I drew the pictuers and the titlepic and got it scanned at my cousins house. Took me 3 hours to figure out but got it into doom finaly. I hope you enjoy the killing adventure and I also made the skys too.

    222 downloads

       (103 reviews)

    Submitted

  13. GoldenEyeDoom2 TC (for Doom2 v1.9 and deh source Ports)

    (brief) GoldenEye Doom2 TC

    81 downloads

       (19 reviews)

    Submitted

  14. The Great Bicycle Mystery 2

    The Great Bicycle Mystery 2 is a 32 level journey that will take you to the lowest pits of hell to the brownest of techbases to the highest of mountain teleportation testing facilities to the greasiest of restaurants to the most obligatory of sewer maps. Along the way, you'll encounter 9 new monsters, new textures, catchy music, and stuff.

    117 downloads

       (43 reviews)

    Submitted

  15. Claustrophobia 1024

    Claustrophobia 1024 is the community-made, inspirational sequel to Congestion 1024 which was released back in 2005. It's comprised of 32 brand-new maps restricting the player's movements to a 1024x1024 space. Decoration and monsters were allowed outside of this 1024 squared area. The player is allowed outside of the 1024 boundary given he is killed instantly. The focus of the project was to create a set of fun, quick & good looking maps while being able to work within the boundaries that were set. All of the maps were made to be played pistol start but it also plays just as well map-by-map.

    167 downloads

       (95 reviews)

    Submitted

  16. NewDoom Community Project II

    This project started on January 10, 2006. The first NDCP had been completed and released. Towards the end of that project talk had been going on about a sequel, and thus this project was formed. PumpkinSmasher took the reigns as project leader and started map sign-ups. The goal was not to take near as long as is took to finish the first NDCP. This goal was not achieved.

    130 downloads

       (87 reviews)

    Submitted

  17. Ultimate Doom 2

    You're one tough marine. You know it, and everyone that knows you knows it. Once stationed on Mars, you fought alone through the bloody cooridors of UACs science facilities and then into hell itself...just to stop an alien invasion.

    Next you witnessed your home planet, Earth, be overrun by the demons you fought so bravely to destroy. They wrecked havoc, they took countless lives, and they really stank up the place. The remaining citizens of Earth took to the escape ships and got off the planet while you kept the demons busy. When all hope was thought to be lost, you found a way into the demon's lair, pushed them back, and killed the source of their invasion.

    What then? Secretly, the UAC decides to move it's operation to Io, one of the moon's of Jupiter, thinking that this time they can successfully make teleportation technology work. Demon's come out of the gateway, but the UAC is ready and blasts them into oblivion. With UAC's eyes on the gateways they're experimenting with, the demon's come from behind in a spaceship teleported from their world and all inhabitants of the Jupiter moon are killed. Who was sent in to clean up the mess? Of course you remember, it was you.

    Finally the Global Government had learned it's lesson. With UAC under new management, they now focused their technology on the Plutonia Experiment, creating a Quantum Accelerator which was used to close gates instead of open them. Just in time too, because an ancient demon had learned how to open its own gates on Earth at will. The Quantum Accelerator seemed to work at first, but when there were just too many gates to close, it failed and the demons overran once more. Before the demons could use the new technology of the Quantum Accelerator for their own purposes, you headed into the research facility that held it and put a stop to their schemes.

    It seemed that this was finally the end of them.

    Three years have passed since then. The remaining citizens of Earth have regrouped into one remaining city and have started to rebuild. You've been put on the city defenses and things seem to be going well...until one day. A startling explosion of sound and violence errupt from outside and your worst fears are proven true. Hordes of zombies and demons are roaming the streets and the familiar stench of death is in the air. How did this happen? Where did they come from this time? Looking in the distance, the city you were helping to rebuild is gone. It not that it's been destroyed, it just isn't there anymore. You recognize some of the buildings that stand before you, but the rest...? Come to think of it, you recognize them too. A pit forms in your stomach as you realize the only time you've seen them were when you waded through hell itself. How could both be in the same place? It's as if Earth and hell are fighting to share the same space. Too far from the supply depo to arm up, you pick up your pistol and head outside...

    240 downloads

       (19 reviews)

    Submitted

  18. Coop Build

    Toke's coop wad! Have fun playing it. R.I.P. Toke!

    177 downloads

       (29 reviews)

    Submitted

  19. Ten Community Project

    Fuzzball Fox came up with the concept of using only 10 textures for a map, and challenged the ZDoom forum members to create 15 single player maps and 5 multiplayer maps that used this limit, and also limit the player to a 2048x2048 area. The resulting mapset is split into two episodes, SinglePlayer (starting MAP01 and ending on MAP15) and Multiplayer, which can be played either as a second single player episode, or with up to 3 other players co-operatively (starting on MAP16 and ending on MAP20). All maps are pistol start compatable. The secret exit in the single player episode is in MAP12, which takes you to MAP21. The coop episode has no secret level.

    73 downloads

       (39 reviews)

    Submitted

  20. Tarakannik

    74 downloads

       (35 reviews)

    Submitted

  21. ZPack - Random Maps for ZDoom

    A megawad of 3 themed episodes, each of them with numerous maps fully taking the advantage of ZDoom's features!

    258 downloads

       (115 reviews)

    Submitted

  22. Community Is Falling 3

    Community is Falling 3 is the third sequal to the 'Community Is Falling' series, which are jokewads based on the drama and comedy inside the Doom community. Lots of inside jokes are involved so those who are outside the community will probably not understand most of whats going on. Unlike the previous two jokewads, this one is a full fledged 36 - level megawad/TC that abuses as much Zdoom features as possible. The design of this jokewad is not like that of Mock2, or DoTims, rather than targeting a more serious design approach, followed by a not-so serious storyline.

    First I would like to say that I hate the Zdoom source port and I am not going to be working with this port ever again.

    230 downloads

       (137 reviews)

    Submitted

  23. Community Chest 3

    The third installment of the series, Community Chest 3 boasts 32 maps made by 20 different authors from the Doom community. After one year of work, they have been made available for your enjoyment.

    288 downloads

       (125 reviews)

    Submitted

  24. The last joke!

    This is my last jokewad, as the title suggest. after this i will made only fuckin' cool things. Maybe (and i repeat MAYBE) i'll plan to made a sequel of the bleha saga, but it will a semiserious thing like in bella 2 of paul corfiatis. Oh and don't forget that mordeth thing of the community joke!!!!!!! btw, lets start with the description of this wad! This wad is based upon joke megawads like 1337.wad, mock2.wad, white0.wad, ocb.wad and awsome.wad SO EXPECT SOMENTHING OF HORRIBLE AND CREEPY!!!! Mwa aha aha ah ah.. a.... errr...

    50 downloads

       (24 reviews)

    Submitted

  25. Ultimate Simplicity

    Ultimate Simplicity is a megawad comprised of 3 episodes, including 30 maps. It is essentially an overhauled version of the original Simplicity, with vast improvements made overall. See the NOTES section for more detailed information.

    334 downloads

       (153 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.
×
×
  • Create New...