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  1. Ruma.

    A base around a brown canyon. Was going to be map03 of my mini episode, but didn't fit the theme. And the new map03 is so much cooler anyway. =) I kept the gray start/exit part for new map tho.

    63 downloads

       (43 reviews)

    Submitted

  2. The Rakehell

    11 downloads

       (6 reviews)

    Submitted

  3. QMine 14

    Single add-on level for QDOOM

    6 downloads

       (1 review)

    Submitted

  4. Quake2Doom

    Quake2Doom is a single+coop player map that originally started back in the summer of 2000 as a 9 map quake2ish themed project.Though it failed to really capture the quake2 design. Now after 4 years, the project is now redone and utilizing the advance capabilities of the Vavoom source port. The features include: sloped sectors, quake2 style static lighting, 3d room over room, polydoors and a custom tga sky box.

    22 downloads

       (13 reviews)

    Submitted

  5. House of Pain.

    11 downloads

       (6 reviews)

    Submitted

  6. The Prison

    Prison/Control Center and labs.

    7 downloads

       (3 reviews)

    Submitted

  7. Castle of the damned.

    A very good Gothic DM styled map for BOOM/doom2. excellent design and construction, much better than realm of hell. Be sure to use the cyberdemon to your advantage:=).

    5 downloads

       (0 reviews)

    Submitted

  8. Reactor P218-F

    8 downloads

       (3 reviews)

    Submitted

  9. Painful Evil

    It's a map with a hellish theme, and it's my first map with that style. But this map is one of my very first maps, I did only add some new rooms and details.

    70 downloads

       (39 reviews)

    Submitted

  10. Realm of Hell.

    A Quake episode 2 styled level for BOOM, that uses very good architechture and design. As well as great gameplay.

    11 downloads

       (4 reviews)

    Submitted

  11. Deus Ex Wasabi

    I was tired of the constricting environments that Counter-Strike level design (Half-Life level design) has, so I decided to make a map for Doom utilizing the only advantage the Doom engine has over more advanced game engines - wide open areas, and lots of monsters in them.

    This level is quite challenging, not Plutonia Experiment hard, but hard in the sense that ammo and health need to be conserved. There is enough ammo/health to complete the level with 100% kills and secrets in UV, I've tried it. My first run through this WAD took me 11 minutes or so in skill level 2, so at skill level 4 without knowledge of the map it'll probably take you a good 15 minutes or so.

    Like all of my maps, I focus on funfactor over detail. Unfortunately, my editor has no auto-align feature, so it would've been extremely painful to align the rocky, natural (sort of) walls I used in this map. So don't get pissed when you see misalignments, k?

    13 downloads

       (7 reviews)

    Submitted

  12. Paranoia

    5 levels, set in a Military Research installation in the desert South- West of the U.S. The main focus of the research is in Genetics, so there are a variety of Labs and computer centers. There are also waste and water treatment areas, storage bays, speciment containment areas, and power generators. Being a military installation there are armories, barracks, security posts, holding cells, and a Medical Center. There is even an Administration section (with offices), as well as bathrooms, a lounge, and vending machines. Plus lots of human and alien enemies!

    These levels extensively use Half Life textures, weapons, and enemies. They also feature a cool new sky, and scripting. ZDooM features include translucency, laser and force-field barriers, underwater environments, true elevators, colored lighting, fog, slippery surfaces (ice), quakes ... the list goes on. (Read Notes, below.)

    From surveillance recordings of Lt. Col. R. "Johnny" Alvarez, Ph.D Prisoner I.D. HK-420B

    "Forgive me Father, for I have sinned... Hey, just a minute. You're not my real father. And I can't recall if I'm Catholic. You're probably not real anyway. Just some apparition conjured up by my mind. It's the damn water, I tell you. Loaded so full of hallucinogens you could stand a spoon up in a cup of the stuff. Maybe even dissolve a spoon if you tried hard enough. But they won't get me to talk. Not the Exec, not the goddamn guards, and certainly not you. You, with your fancy black robes, and your hood that hides the gleam in your eyes, and that scythe. Oh, wait... That's a different hooded and cloaked figure I'm thinking of. Reminds me of this song I used to know:

    I'm following in the footsteps of the Grim Reaper, The guy better known as your brother's keeper. I'll follow him down till it gets much deeper, 'Cause a one-way ticket is so much cheaper.

    Any relation of yours? Hah! I crack me up! But seriously, folks..... Look, I don't mean to be rude or anything, but it's my nappy time. G'night."

    "What? You still here? Where'd you stash your scythe? Or sickle. Or pickle. Tickle, tickle. Persistent fellow, aren't you? Anyway, I've been thinking. Since you're not real then you can't tell anyone. So perhaps I'll let you in on a little secret. I did it! They'll never prove it, but I did it! I can almost hear her skull cracking open with the impact, her bones disintegrating as she .....

    But I see that you're confused, so perhaps I should start at the beginning. (Start at the very beginning, a very good place to start. When you read you begin with A, B, C, when you sing you begin with Do, Re, Me.) Oh sorry, I got carried away. Anyhoo, it all started when Dr. Mary Cleland joined the team. Doctor, my ass! Probably a doctor of proctology. Ha! I made a funny. "My ass"? "Proctology"? Get it? No? Oh well.

    So Dr. Cleland, with her fancy diplomas from Johns Hopkins comes waltzing in and begins trashing my work. The work I've slaved at for the past twelve years. All that intense research and dedication meant nothing to her. "Unsustainable cell mitosis" she chirped. "Accelerated mitochondrial degradation outside acceptable parameters", she whined. All a bunch of CRAP! But the goddamn Exec listened, and soon I was being relegated to grunt work. Z-Chromosome decoding. What the fuck! Six years in med school, Flight Medicine at Brooks, twelve goddamn years in mutation research at this place and then I get to split some fucking alien's DNA? You're damn right I was pissed.

    How'd I do it, you ask? Brilliantly, as always. See, the boys up in the Fractal Lab had developed this prototype "Portal", they call it. Step in and Voila! you step out some- where else. Uses UHF Electromag frequencies, and genetic encryption to generate fractals that you can transmit just like ESAT waves. Used to be unstable, so you could hold a field together for only a couple of hours. But they've been working on the problem for months, and it's probably taken care of now. But back then, these fields could be turned on and then a few hours later they'd be gone without a trace.

    So one evening Cleland goes into Containment to study the "subjects". What she doesn't know is that I've set up a fractal field at the J-47 console. She steps up and BAM! the next thing she knows is that she's in one of the cages. The Behemoth's, no less. Poetic justice, that's what it is. It crushed her like a fly. What I'd have given to have been there. SPLAT! Hee, hee, hee! Splat goes the weasel! Man, I slay me!

    But back to my tale, for I perceiveth that thou art tiring of my narrative. To make a long story short the Exec ordered a DNA analysis, and it turns out that I wasn't as careful as I thought I was. So here I am, PID HK-420B. But they can never prove it. And, I've got the Statute of Limitations on my side, not to mention the Statue of Liberty.

    But I'm not counting on no stinkin' statue (HA! I made a double negative. Isn't there some law against that?) to get me out of this shithouse. See, I've got a plan. The next time that bastard MP Cpl. Sullivan comes in to check up on me I'll pretend to be asleep. Then WHAM! I'll squash his cojones, grab his sidearm, and then I'll be home free.

    But wait, that's not all. I'm going to CRUSH this place! So the bastards want to take all the credit for my research, do they? I'll show them. I'll get into their computer systems and wipe out all their goddamn data. Then I'll blaze through their precious Labs and Containment Chambers and fry all their beloved "subjects". There'll be nothing left of this place but walls and bits of rotten meat. I'll be king for a day! Then it'll be Devil's Canyon on my way to Hawaii, where beaches, babes, and beer are available for the taking. Mess with Johnny, will they? I'll show 'em ......"

    Map_01 -- Detention Block After you have "squashed Cpl. Sullivan's cojones", exit the holding cells and explore the barracks and storage bays before riding the elevator up to the main level.

    Map_02 -- Administration Center You've raised the alarm. Access to the Labs has been blocked by a Level 2 force field. You'll have to turn the power off to proceed. Then you'll have to figure a way into the security post to open the main door.

    Map_03 -- Research Labs You enter the Lab area and realize the power needs to be restored. Unfortunately a laser barrier is blocking your way. Find the red key to turn off the laser and restore power. (Explore everything possible before restoring power). Now you can access the central courtyard and other areas as well. Naturally you first try to get into the Armory. Armed to the teeth you proceed through the Radiation Lab and Genetics Research to get the blue and yellow keys. Finally you can take the elevator in the central courtyard down to Containment.

    Map_04 -- Utilities Damn! They sure aren't making things easy for you. There's a Level 5 laser barrier that's blocking your way into Containment. Plus the shtoopid grunts have the security post locked from the inside. Make your way through the storage bays and find a way into the hazardous waste conduits. From the radioactive and bio- hazard Waste Areas you'll find yourself in the Water Treatment Plant. Take a deep breath and negotiate your way through the control rooms until you pick up the red key. Access the main electrical maintenance room and sneak into the security post. A quick flip of the switch and the laser is off. Containment awaits!

    Map 05 -- Containment Aliens everywhere. Caged and contained aliens everywhere. You'd think it would be easy to just waltz in and spray them with a good old-fashioned dose of lead. But the doctor has prescribed a diet that's strictly low in minerals, and if there's one thing them shtinkin' aliens do, it's follow their doctor's advice. Still, you're up to the challenge of taking on hordes of pissed off aliens, aren't you? Well, aren't you?

    Notes: I take credit/flames for all the large rusty metal signs. The original Q2Tex.wad contained signs for "Warehouse", and "Supply Station". Using these as templates in MS Paint, I edited the letters to create new letters, but mostly I cut, pasted, and cleaned up to create 12 new signs. Likewise, I used the "Access Denied" sign to make the "Access Granted" sign.

    I also created 2 hybrid Midgrate/chain link fences, & made the palm tree taller. The laser is all mine. Also, I used the flat for ice and animated it to look like water.

    Cyb's Hlgfx.wad had incomplete animation sequences for some enemies. I filled in the missing sequences for the cyberdemon. Two graphics for the super shotgun were identical to those for the regular shotgun (i.e., before being picked up, and in "idle" mode). This made it confusing, because a player wouldn't know which type of shotgun was being picked up or selected. I modified the graphics for the super shotgun so that there would be no confusion. However, I did not modify the firing & reloading animation sequence for the super shotgun (which was already different from the regular shotgun). I also cleaned up 2 of the reloading animation frames so that the player's hand looked better. Finally, I replaced the graphic for the plasma rifle before being picked with a Star Wars trooper rifle, and centered the HUD view of the plasma rifle (for which I needed to draw in the right side of the rifle); and I re-drew the graphic for the crowbar and replaced Cyb's graphic.

    347 downloads

       (17 reviews)

    Submitted

  13. RUINS

    a single player only EDGE map CREDITS id Software Raven Software The EDGE team The Covert Ops team The GothicDM Teams Banjo Software (RIP) Gokuma (for the DDF inspiration and help) All DOOM News sites Everyone that plays DOOM and enjoys it for what it is -A GAME!

    9 downloads

       (4 reviews)

    Submitted

  14. pipes.WAD

    started in jan now it is july 6 months down the pipes.

    11 downloads

       (5 reviews)

    Submitted

  15. Phoenix Rising

    5-level set with a tech-base theme, using Quake2 textures, new sprites, and a cool new sky. While not truly a hub-type of structure, these levels are interconnected. Let's call it a quasi-hub structure, 'kay? (Read Notes, below.)

    0417 hours, March 23, 2056: An observer at a listening post in the Jean-Pierre Maisson Observatory in Vichy, France, receives a terse voice-only message from the Deimos Station orbiting Mars -- "Something has activated the anomalies. It wasn't us; it must have been them. We are monitoring the situation, and we believe we are fully prepared." That was the last transmission received from Deimos.

    March 25, 2056: Several military and research satellites orbiting Earth disappear from sensors, and mysterious communications and power disruptions are detected on the Einstein Orbiting Platform, the Copernicus Array, and other unmanned space stations.

    0142 hours, March 26, 2056: Garbled holo-messages are received from the Erwin Rommel Geo-Stat Military Weapons Post. The only decipherable phrase is "Mein Gott! So viel! Was konnen wir tun? Alles is abgefucked!!", Deutsch for "Jesus! There's too many of them! We're screwed!" Minutes later similar communiques are received from several other GMW orbital posts. By the end of the day military installations on every continent and the Arctic are under full-scale assault from what can only be described as a hellish force.

    1030 hours, March 27, 2056: A hastily-scheduled meeting is called between the Chairman of the Organization of Galactic Research & Exploration (OGRE) and the Commanding General of the Inter-Planetary Defense Alliance. The agenda -- a counterstrike using newly- developed plasma weapons. The Chairman urges restraint. "Lets study them first," he argues. "This is a unique opportunity to examine ET life-forms. Your plasma weapons may leave nothing but carbon residue." "Good!" replies the General. "Then all we'll need to do is mop up the floor with water and a bucket!"

    1400 hours, March 28, 2056. Rockport Command Center, somewhere in the Canadian Rockies: Brig. General Ed Stone summons four personnel to his bunker. "I'll be brief," he barks. "I don't see any way out of this mess. We've had no time to mobilize armor, so it's been hand-to-hand. Plus they got to our fly-boys too, so we got no air cover. Even with the experimental plasma shooters we've got shit. They outnumber us fifty to one, and now I'm getting reports of some big-ass suckers that are tough as nails and shove rockets where the sun don't shine. I need volunteers for the Sleep Room. Now I know we've never tried putting anyone into stasis before, but the egg-heads in the lab guarantee it'll work. The plan is to bring your metabolism and vital signs so low that it can't be detected by normal means. For practical purposes you'll be dead; and that may be enough for those bastards to leave you alone. We'll set the timers to bring you out of stasis in a year. Then it'll be up to you to do what you can. Volunteers at dozens of installations throughout the world are undergoing the same "procedure". Maybe you can organize some sort of resistance movement. If you make it out.

    "Keep in mind that we're going to scramble our security protocols and you'll be reduced to alpha-level clearance only. Clean up the joint if you can, and then your best bet is to try to make it to the Comm. Center to contact the others. Then get to the Shuttle Port and fly the hell out of here. You four are our best. I don't know what you'll face when you wake up, but I don't think I want to be in your boots."

    0630 hrs, April 1, 2057. Rockport Command Center: A computer console above the Stasis Chamber comes softly to life. A light blinks, the console beeps, and the glass cover of a stasis module slides noiselessly open .....

    Map_01 -- Out of Stasis Entry-level type map, where you figure out a way to gain entry to the installation. Practice your jumping skills.

    Map_02 -- The Smell of Death Explore the waste tunnels, sewage treatment, and hazmat processing.

    Map_03 -- Daylight Again Exit the Waste Area and run for cover. Blaze through Power Generation on your way to the Supply Station, and finally into the Installation.

    Map_04 -- Theater Ops. Basic Training. Armored Assault. Arena Combat. 'Nuff said.

    Map_05 -- Flight of the Phoenix Re-enter the installation, wreak havoc in Research, arm yourself in Weapons Systems, find your way back into the Stasis Chamber, phone home in the Comm. Center, and finally rev up those engines in the Shuttle Port.

    Notes: All the levels are set in a single military installation. Therefore in some maps you will see inaccessible areas, or doors that cannot be opened. Most of these areas/doors are accessible in later levels. All maps are original. However, in Map_04 I have "adapted" areas from two of my earlier levels. ("Lazy?!! You callin' me lazy? Ah, well, you're probably right.") I take credit/flames for three sprites (in the Stasis Chamber at the beginning of the game), and for most of the signs. The original Q2Tex.wad contained signs for "Warehouse", and "Supply Station". Using these as templates in MS Paint, I edited the letters to create new letters, but mostly I cut and pasted to create 14 new signs.

    The demos were created with ZDooM V1.22. Pistol start with 100% secrets & kills. To view them, use ZDLaunch. Otherwise, load Phoenix.wad in ZDooM v1.22, bring up the console (use the ~ key) and type: playdemo demoxx.lmp where xx is the map number (i.e., 01, 02, etc.) If you're playing a demo and try to load another demo, the second demo gets screwed up. Exit the first demo before loading up another.

    165 downloads

       (5 reviews)

    Submitted

  16. Pleiades

    11 Level quest for the ZDoom Port, v1.18b or later (will run on earlier versions, but some features used in Pleiades are not supported by them).

    47 downloads

       (29 reviews)

    Submitted

  17. refinery V 3.0

    A fair sized map modeled on a nukage refinery. Good challenging design!.

    13 downloads

       (7 reviews)

    Submitted

  18. Welcome To My Ranch

    There are new monsters' sprites like the special forces from HALF-LIFE (not precise), and new chaingun's sprites.

    6 downloads

       (2 reviews)

    Submitted

  19. The Temple

    1 fairly large level. Contains many ZDoom specific features and thus requires ZDoom to run.

    7 downloads

       (3 reviews)

    Submitted

  20. rvenge01.wad & rvenge01.lmp

    rvenge01 is a 3 level WAD: - Level01: Escape from Hellcatroz: Troops from hell have brought you to the prison: Hellcatroz. You must escape as quick as possible. - Level02: Sewer time: The prison lays near to the water pumping station. If you go trough the sewers you may be able to get to the "Ruler's maison". - Level03: Ruler's maison: here lives the guardian of the portal to hell. Will you be able to distroy him and go to hell? if so, you can search for the big brain after this mess and destroy it. I have tried to make the levels as detailed and realistic as i can. But this is my first WAD. So i don't know if i succeeded. I have added a demo that finishes all three levels on UV and reveals all secrets. But you will need Zdoom to play the demo.

    8 downloads

       (2 reviews)

    Submitted

  21. The Helios Project - Stage Beta (aka Helios 2)

    AFTER the mysterious incident a mere two weeks ago, you are once again

    15 downloads

       (7 reviews)

    Submitted

  22. Quo Vadis

    First level is a fairly small entry-level type wad, but quite detailed. Recommended for experienced players (although full skill-level support has been provided). Second level is a command-center type level, with a lot of themes (sentry posts, dungeon, mechanical room, supply and storage room, waste storage area, barracks, officer's dining room, toilets, and of course computer centers). Third level is a mostly outdoor level, with arena-type areas and interesting architectural elements. You get to meet the big boys in this level; use them to your advantage. Quite challenging on Ultra Violent skill level (but fun, I hope). Read the accompanying story (story.txt) for more details. This file has all three parts of a 3-level series that fits the story line. Several puzzles, but none too fiendish.

    10 downloads

       (4 reviews)

    Submitted

  23. Planetfall

    4.5 levels of single player action. Levels 2 and 3 should be good for deathmatch too.

    13 downloads

       (8 reviews)

    Submitted

  24. Pax

    16 downloads

       (10 reviews)

    Submitted

  25. Pagbspd2

    My second public release for DooM. It is a pretty big level in a base theme. Don't waste ammo, you'll need it... This level should work with normal DooM2, but errors will appear. This level was going to be ZDooM specific, but I didn't have an appropiate editor, maybe next time...

    7 downloads

       (2 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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