Jump to content

444 files

  1. Sandy DooM I: Entryway to Homogeneity

    All hail Sandy Petersen!

    19 downloads

       (14 reviews)

    Submitted

  2. Tooth and Claw

    Simple and classic.

    13 downloads

       (7 reviews)

    Submitted

  3. TerrorGate

    no

    18 downloads

       (12 reviews)

    Submitted

  4. Lightning Storm

    A replacement Hexen like thunderstorm sky with

    21 downloads

       (13 reviews)

    Submitted

  5. skepland.zip

    An attempt to create difficult, non-linear maps in the plutonia visual style, without going the slaughterfest route.

    45 downloads

       (30 reviews)

    Submitted

  6. Sticky Blood

    Short slaughter map with a hectic start.

    17 downloads

       (12 reviews)

    Submitted

  7. The S-Project

    Read the story at the bottom of this readme.

    527 downloads

       (13 reviews)

    Submitted

  8. Swarm4

    Very big wad for level 04 of DOOMII.

    15 downloads

       (10 reviews)

    Submitted

  9. Sacrament

    [B0S] clan's second wad. Just as in first wad (Da Will), main hero - [B0S] clan's fighter. Story so far: You woke up in a cold sweat after having a nightmare, and you see, that a message from [B0S] clan has appeared on your computer screen with an order - to get ASAP to [B0S] clan's base, located nearby. Grabbing a pistol and some ammo, you're ready to go.

    235 downloads

       (104 reviews)

    Submitted

  10. The City of The Damned Apocalypse

    The successor of "The City of The Damned", a ZDoom map featuring resources from the Monolith game "Blood", this time featuring dynamic lights and other nifty sourceport additions in GZDoom. Expect a moody, dark and scary city filled with zombies, cultists and evil demons.

    2256 downloads

       (137 reviews)

    Submitted

  11. RDC SpeedMapping Contest 6

    This is a compilation of maps made during RDC SpeedMapping Contest 6. See below for contest and author's information.

    21 downloads

       (14 reviews)

    Submitted

  12. Severed

    This is my first attempt at something like this. I've made maps before, but never tried publishing them. The only map in this replaces the first map of Doom 2. I plan to make six more maps to follow this one for a campaign, but I needed feedback for the direction I was going in. Jumping and free-aiming play sort of a big part and there are deepwater segments and line defs that spawn monsters. Tried to make use of some of the neat Skulltag/zDoom engine features. This map maybe takes about 8 minutes to complete after fully exploring everything. There is a secret level exit, but when activated, you're given an on screen message that the level is not made yet (no crashing or anything :))

    16 downloads

       (10 reviews)

    Submitted

  13. Temple of Damnation

    My first ever Doom level, hope you enjoy!

    29 downloads

       (23 reviews)

    Submitted

  14. Spire Complex

    A 10-map WAD including a credits level to stop you from progressing to DOOM 2 maps. Contains extended dehacked patch embedded inside WAD

    41 downloads

       (32 reviews)

    Submitted

  15. The black lands

    The map has no linear design, and it's ubicated in a decadent place. You must activate lots of swich if you want arrive at the end. The map is harder than you may think at the begining.

    18 downloads

       (12 reviews)

    Submitted

  16. TurboCharged ARCADE! - The Sequel Episode!

    After a loooooooooooooooooooooooooooooooooooooooong delay, the second episode (sorta) of the long- awaited (sorta) TurboCharged ARCADE! is here (sorta)! Venture across the mountainous realms of the Himalayas and the lava fields of Hell. Witness epic spectacles such as massive exploding barrel structures and semi-monumental wedding chapels. In The Sequel Episode, you do it all, from raiding a Museum to smashing yourself against rockets to bounce them into colored (and often deadly) blocks. And before it's all said and done, better prepare yourself for an epic showdown with The Man himself, (an acronym of) Satan.

    For those not in the know, TcA is a humorous adventure revolving around short, wacky levels where everything operates at 200% speed. Enemies, weapons, you name it! It's quicker, faster, deadlier and funnier.

    The Sequel Episode sports eight more maps of awesome from insanity masterminds Xaser and Jimmy, which may or may not be fit for human consumption (not that it matters to most humans anyway).

    76 downloads

       (52 reviews)

    Submitted

  17. Surival Hell V2

    The Monsters of doom planning an attack on the Marines, but you're the salvation (as always), I sent via teleporter to DooM Town, where deves kill all those bastards, then they will give you another mission, and then you can go to a beer house

    15 downloads

       (11 reviews)

    Submitted

  18. Testride

    STORY: No story, as story and doom simply do not go well together.

    DESCRIPTION SHORT: My first three and last three maps. If you dont like the music, turn it off. You know how this works ;). Maps are of moderate difficulty.

    DESCRIPTION: Well... where do I start. I began mapping for DooM in 2007, after playing it for a decade. My first level (which is level 3 in this wad) ought to be sublime right away, I wanted to make a super large singleplayer map with story, new enemies, and all kind of Zdoom specials. That day the map was called infiltration (the blue keycard room was the first I ever made). Yet, after weeks of learning and horrible slow progress and not really satisfying results, I realized that it would take forever to release something good. Thats when I aborted this project and started the testride maps (level 1&2). I wanted these levels only to be concept maps with no real interest in outstanding architecture whatsoever. Idea behind map 1 is that you see your goal almost right away, but you need to go in opposite directions to retrieve the keys to open the "castle", with an alternative route back to the middle. Map 2 is supposed to be a hasty level with focus on evade incoming attacks and hitting the switches before you get overwhelmed rather than killing every monster in sight. But as I made these two levels I felt that even these two took too long, so eventually I lost interest in mapping. But every few months I discovered the wads on my hard drive and worked a bit further... aborted again... found it and worked on it again. Until 2 weeks in the past. I thought, that it would be a shame that after all these endless hours of learning and mapping, no one got to play my map. Seemed like dead and wasted hours to me. With that thought in mind I began not to enhance the levels to the quality I initially wanted, but just to make them playable. I just finished them, without adding something or put extreme effort in something new. I do not say they are extraordinary, they're decent at best. But maybe you have fun while playing them. If you read all this: Thank you for your attention! :) And btw, if you're wondering: The Miditracks are: Tool - Intolerance, Iron Maiden - Aces High and Iron Maiden - To tame a land. The Start-up is a reason3 track I made myself cause I was bored ;) Rock on! \m/

    11 downloads

       (7 reviews)

    Submitted

  19. Time of Sorrow (ver. 1.1)

    Two big levels (~2500 sectors in map), designed in phobos base and hell keep style

    29 downloads

       (17 reviews)

    Submitted

  20. Spire

    37 downloads

       (22 reviews)

    Submitted

  21. Thy Wicked

    You are in hell-So shoot shit! Tried keep a bit classic.

    28 downloads

       (21 reviews)

    Submitted

  22. DOOM: Threshold Of Pain

    Threshold of Pain is a ZDoom episode which attempts to recreate the look and feel of Midway's famous PSX conversion of Doom whilst maintaining the core elements of the PC versions and a level of difficulty PC players would expect.

    PSX Doom fans will know that ToP gets its name from the final level of PSX Ultimate Doom. Like many others, my first proper Doom experience was on the Playstation, so when fenderc01 released the PSX TC last year I was excited to get to play these levels again, only this time with PC controls! Whilst he did an amazing job, I found it to be way too easy, even on UV setting. This was not fender's fault, merely a testament to the compromises Midway had to make in bringing such a game to a console.

    ToP attempts to redress the balance whilst maintaining the brooding atmosphere that Midway brought to the game. It is NOT a PSX TC - many features which were missing from the Playstation remain, so expect to encounter the Archvile!

    This is my first real attempt at a releasable WAD, so I wasn't too concerned with highly detailed levels, more on decent gameplay, set pieces, and a few puzzles. That said, I have tried to make them look halfway-decent, despite the coloured lights :P

    New features include:

    Tons of coloured lighting, but nothing too garish.

    The infamous PSX burning sky, given a ZDoom makeover.

    PSX/N64 audio.

    New Weapons - the Minigun and the Unmaker.

    The PSX Final Doom SSG.

    A new powerup - the Doomsphere.

    New monsters - the nightmare class monsters from PSX Doom and Doom64, a handful from the Realm667 Bestiary and ZDCMP, plus a new final boss...

    A few other PSX/N64-style gameplay tweaks.

    128 downloads

       (92 reviews)

    Submitted

  23. The Hatch

    This is my first completed level, but it's about 10x the size of anything I ever made :o (and has a beginning and an end :) It just kept growing until it had a finished/"closed" layout, so i tried to make something sensible out of it :)

    The theme i started experimenting with set the map mostly on a grid of 32, but there's some finer detail here and there. (altough this is nowhere as odd and unusual as the "real" grid 32 maps)

    Partly inspired by E1, the Grid 32 map(set)s, and MAP01 of "No Rest for The Living"

    Looks best in GZDoom GL mode, with dynamic lights enabled but it plays just as well in PrBoom+. (Note: you should raise the sound channels above 8 in PrBoom, because the ambient sounds sometimes cut out other sounds)

    28 downloads

       (21 reviews)

    Submitted

  24. Scorching heat

    Pretty large map. Used many different styles of design, start out from cities, towns and ending with standart doom-base style, caves, metal hallways etc. Enjoy!(press f1 for help) This map created by Freedoom Comunity. http://freed00m.forum24.ru/

    If you want to use Prboom to play, use the sh_pb.bat to start game(You should extract *.wad file and *.bat files into your Prboom base category).

    41 downloads

       (30 reviews)

    Submitted

  25. Maybe a Techbase

    A sorta-tech-basey type map. Unlike my last map, this is a bit more than several big rooms full of monsters and it has an amazing new technlogical advancement: Stairs! Secrets are a bit obscure but I've confirmed that each are accessible without any shenanigans in all ports tested.

    21 downloads

       (15 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...