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39 files

  1. Doom 2 sound effects list

    51 downloads

       (1 review)

    Submitted

  2. whatthe.zip

    This wad is has a strange bug. I believe it is caused by a floating sector -- which happens when you delete the lineDefs and vertices, but don't delete the sector that goes with them. I really don't know why it happens at a certain point or anything else about it. It's a new Doom mystery.

    Anyway, what you should look for comes after the lift (there's only one). Do 'IDFA' so you have all the weapons and then fire a rocket against the wall, it won't hurt... nothing will. IDDQD is not set, but you are still unhurtable. Not only that, but the rocket blast does'nt even move you back... it has no effect on you. If you step back on to the lift, it will go back to normal. Strange!

    To top that off, check out the monster activity. I added a couple of them so you can see what's going on. They refuse to mess with you. It's very weird. They seem to be blind. You can walk right up to their face, and they don't even flinch. But shoot and they come to life -- yet they still won't hurt you.

    This file comes from a level I created, Fate02.wad. So the same things apply as with all other levels people make:

    10 downloads

       (0 reviews)

    Submitted

  3. weird.zip

    While fooling around with RMB to try to make a sector where a player can't see another player, I came across something odd. As you see in this .LMP I'm supposed to be dead after I hit the guy in the distance. Maybe it has something to do with distance. Bug??? I don't know and I don't care, just thought you'd like to see it.

    9 downloads

       (1 review)

    Submitted

  4. DOOM TEXTURE DESCRIPTIONS For PWAD Designers

    A complete reference and description of all of the textures included in DOOM II. This document sorts all of the textures both by NAME and by THEME. All wad designers should have this handy reference nearby when building DOOM II levels.

    16 downloads

       (0 reviews)

    Submitted

  5. texpat2.doc

    The file texpat2.doc is a listing of all textures in DOOM II, and the patches they consist of. This document is intended to help edit the wall appearances.

    8 downloads

       (0 reviews)

    Submitted

  6. The Unofficial Doom Specs Release v1.666

    This document explains in great detail nearly all aspects of the doom WAD file format. And a new chapter (10) documents the location of data within DOOM.EXE itself, so that various unusual game-play changes can be made. This information has been updated to apply to DOOM 2 as well as DOOM 1.

    The specs were originally conceived as an aid to programmers making DOOM utilities, especially map-editors. Coincidentally, there might also be information useful to advanced level designers and players.

    71 downloads

       (4 reviews)

    Submitted

  7. WAD Template v2.0

    WAD Template v2.0 is a template that should be used and accompany any DOOM or DOOM II type file, especially WADS. This was re-edited from "WAD_AUTH.TXT" v1.2. I do not know who was the original author/designer of this file which has found it's way to 100's of DOOM & DOOM II WADS, but he/she deserves credit.

    137 downloads

       (2 reviews)

    Submitted

  8. DEATHMATCH LEVEL DESIGN GUIDELINES v. 1.0

    'DMLDGL10.ZIP', uploaded to 'infant2.sphs.indiana.edu' in the '/pub/doom/incoming' directory contains my thoughts and recommendations on implementing DEATHMATCH-specific DOOM levels. It is the result of taking detailed notes on DEATHMATCH design issues both as a player and as a WAD-designer.

    The rules governing DEATHMATCH play (with '-RESPAWN', without '-RESPAWN', and '-ALTDEATH') are briefly discussed, as well as their effects on the way levels may be built and populated to accommodate them.

    17 downloads

       (0 reviews)

    Submitted

  9. The Wad Itinerary, Doom Description List Endeavor

    I've been working on this list for quite some time. The original reason I started it, was so that when finished, it could help me do the Barney Doom patch a bit. Due to time constraints, and an utterly annoying thing called classwork, I haven't been able to spend much time on Barney Doom.

    I do hope, however, that this list comes in handy for all you patch creators out there!

    12 downloads

       (0 reviews)

    Submitted

  10. DOOM METRICS

    This is an updated version of my "DOOM METRICS" document that was originally uploaded to alt.games.doom. This document is for PWAD builders who wish to learn more about the sizes and limits of various aspects of Doom levels.

    27 downloads

       (2 reviews)

    Submitted

  11. MANAGING WALL TEXTURES

    This is an updated version of my "MANAGING WALL TEXTURES" document that was originally uploaded to alt.games.doom. This document is for PWAD builders who wish to learn more about the use of wall, floor, and ceiling textures. The function of the "unpegged" attribute is also discussed.

    19 downloads

       (3 reviews)

    Submitted

  12. WIF: A Standard for Text-Based Interchange of DOOM WAD Files

    This is the first stab at a formal specification for a text-based WAD interchange format. It starts where id's DWD leaves off, and hopefully has plenty of room for the things WAD editor writers want.

    WADs written in this way could be uploaded to the Net without loss of data, merged together in interesting ways, manipulated by a broader range of processing programs (like an ordinary text editor), and commented in-WAD much more fully than is possible today.

    I urge all interested parties to read this over and send me any comments you might have.

    By the way, if 12 pages seems like a lot for a simple little spec, it's because this is intended to nail it down definitively, so that even if we all go off and do other things, a WAD author three years from now could look and say, That's compliant or that's not. This is how Internet RFC's work, and that's what this WIF spec is patterned after.

    11 downloads

       (2 reviews)

    Submitted

  13. texpatch.zip

    Texpatch.txt is a file containing the wall textures, as found in the Doom levels, and which patch textures they are composed of. This makes it MUCH easier to find out what to change with dmgraph or similar programs! Simply look in the list to find the required patches, and change them.

    10 downloads

       (0 reviews)

    Submitted

  14. LINE TYPES

    This CORRECTED version contains the same descriptions of the available line types by the number, and grouped by function. It also includes the 33 previously undefined line types and corrections to many others. Also explained are some of the newly discovered ways that the DOOM engine handles implimentation of these line types. Check it out.

    12 downloads

       (1 review)

    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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