<![CDATA[WAD Releases & Development Latest Topics]]>https://www.doomworld.com/forum/4-wad-releases-development/enNew Doom2 episode (Unnamed yet): 2 maps available to playhttps://www.doomworld.com/forum/topic/142813-new-doom2-episode-unnamed-yet-2-maps-available-to-play/ Well, the idea is the following: 9 maps with only 30 textures and 15 flats plus the new sky, very restrictive, let's see how it goes.

Textures employed: BIGDOOR1, BRNBIGC, BROWN1, BROWN144, BROWN96, BROWNWEL, COMP2, COMPOHSO, COMPTALL, COMPUTE1, CRATE2, CRATELIT, DOOR3, DOORBLU, DOORHI, DOORRED, DOORYEL, EXITDOOR, EXITSIGN, GRAY5, GRAYYALL, LITE96, LITEBLU3, METAL1, NUKEDGE1, PIPE2, SHAWN2, STONE2, SW1GRAY, TEKWALL1.

Flats employed: CEIL3_1, CEIL3_4, CEIL3_5, CONS1_1, FLAT1_1, FLAT10, FLAT14, FLAT22, FLAT5, FLOOR0_2, FLOOR0_3, FLOOR5_1, FLOOR6_2, NUKAGE1, TLITE6_1

 

Map01 and 02 available: https://www.mediafire.com/file/osde82x8mk67e0m/wa02.wad/file

 

 

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142813Tue, 16 Jan 2024 03:08:28 +0000
A Quick Romp, My First Doom 2 Maphttps://www.doomworld.com/forum/topic/142897-a-quick-romp-my-first-doom-2-map/ Just my first dip into creating levels in Doom 2. I grew up on the game but never quite got into map creation for it, although I'm unsure why, as I got really into level creation for stuff like StarCraft, WarCraft, and so so many maps for TTRPG's. I'm learning as I go and as I come up with ideas, and haven't really figured out how to package things into the WAD, so OTEX is gonna be required until I figure that out and actually sit down to do it.

 

Tested with GZDoom
UDMF Format
Was primarily tested with freelook and jumping enabled, but they aren't required to beat the map (I ran through it at least once with them disabled)
A single level
OTEX required
Not too hard, tested mainly on Hurt Me Plenty, but there are some changes for different difficulties (more/less enemies for higher/lower difficulties, swapped enemies in one or two spots, less/more ammo for higher/lower difficulties)

 

Download Here (Google drive for now)

Screenshot 01.png

Screenshot 02.png

Screenshot 03.png

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142897Sat, 20 Jan 2024 01:25:11 +0000
Lost in Darkness [2.0.18]https://www.doomworld.com/forum/topic/131698-lost-in-darkness-2018/ „Remember your worst nightmare. What if you couldn't wake up?“

 

Lost in Darkness is a unique and unforgiving survival horror mod in which you will play as an exorcist who finds himself in a mysterious world of darkness. You will constantly experience a lack of resources, fear and great stress when exploring the location and meeting enemies. The fights with the entities here are memorable. Almost every enemy has unique attack patterns, their own tactics and weaknesses. It is very important to be able to fight in close combat, as you need to constantly save ammunition, medicine and other resources. Anomalies and radiation zones may appear in locations, so be careful, use bolts and a gas mask, and adapt to the environment. Each completed level here is a test. Death will be very frequent until you understand the rules of this unknown world. Only faith in God will soften suffering

 

 

I warn you. The balance in the mod is not perfect, so I recommend that you first play on the maps of the original doom 1/2

 

Recommended wads - Hadephobia, Equinox, Abyss

 

tested on lzdoom 3.88b so this port is recommended

 

Official discord server https://discord.com/invite/FYkqtXWN5E

 

Download

https://drive.google.com/file/d/1YSem3Gkgr9mqn7tkZS1pvJuBkcsVbKnD/view?usp=drivesdk

 

Download (moddb) https://www.moddb.com/games/doom/downloads/alalnupdate

 

Modified "Immerse" addon - (ALREADY INCLUDED IN LOST IN DARNESS) new footstep sounds contributed, courtesy of Shrike. [For use in a different mod] https://drive.google.com/file/d/1d-JFymi5_ZU18t0ovbg1dSlglRyxpLeN/view?usp=drivesdk

 

My discord "pro_log"

 

 

Videos

Spoiler

 

 

Screenshots

Spoiler

InShot_20230805_230210373.jpg.0164e18d09374ddc6bbeb8f33f35e255.jpgInShot_20230805_230952825.jpg.ac4e946939c0c29b030996469171a9b5.jpg

 

 

Survival guide

Spoiler

1. The crucifix should be used against ghosts and possessed people. The crucifix weapon capable of destroying a ghost, it stuns and frightens those possessed.
2. The spray should be used against insects and other small enemies.
3. In the dark, a severed hand can grab you by the throat. To get rid of it, you need to quickly click on the alternative attack several times.
4. Save medicine, ammunition and other resources. Use melee weapons or avoid enemies.
5. Don't run all the time, you'll waste the required stamina and have a high chance of either running straight into an anomaly or a deadly monster waiting just around the corner.
Be careful, use your dodge(Dash) ability, which can sometimes give you a huge advantage, time your dodge correctly and you can save your life.
6. Be sure to turn on the anomaly detector, you will be able to detect a wide range of anomalies scattered throughout the maps. If you throw a bolt at the anomaly, it will activate and you will be able to run through it.
There is also a chance that the anomaly will contain an artifact that will appear in front of you if you approach it a short distance. It can also break if stepped on.
Artifacts are very powerful items that give you different abilities depending on what kind of artifact you have (such as an electric blast).
They are used up after you use them.
7. Also, don’t forget to turn on the Geiger counter as you may not notice how your radiation level is increasing, which can be seen on the left on the icon
8. All enemies have unique abilities and attacks. So you need to use different strategies to deal with them. Remember to make the most of the items and weapons you have and also use the environment.
9. Many corpses can be searched using the use key

10. The flashlight can hold a maximum of 300 units of energy. One battery gives 150

11. Aim while shooting to reduce spread

 

Credits

Спойлер

I thank the creators of these modifications

If I made mistakes please let me know

Authors of mods that I did not indicate, you can write to me and I will add you


1) A.L.A.L.N (weapons and gameplay innovations) (plus edited by me) replaced all sounds of shots from cannons except for rifles and reconnaissance (sounds are taken from stalker mods. Some of the sounds are taken from gunslinger mod and some other mod (I don’t remember exactly)), author - Tunítol
2) Project malice.wad (monsters) (plus edited by me) author - the blue savior
3) Axe (melee weapon) (plus edited by me) (the sound of taking is taken from brutal doom) (taken from the mod "Scavvers Paradise"), author - CaptainNurbles
4) MusicDarkAmbient3 (horror music) author - doomenator
5) Universal_Weapon_Sway_Updated.wad (weapons sway) author - Boondorl
6) WraithD3 (wraith monster from doom 3) (plus edited by me) author - kalensar, plus I connected with DMGMOD - author TheUnbeholden (took part of the code and sounds)
7) Cerberus (cerberus monster from blood) (plus edited by me. Explosion sprites were taken from Brutal Doom 21) author - tweinge asdf
8) d2-in-d1-v3.pk3 (content from doom 2 to doom 1) author - ?
9) CosmoAmbience Script.wad (Horror ambience) (plus edited by me), author - Dr_Cosmobyte
10) Flare (Flare) (plus edited by me) author - ProfessorExistential
11) pal_plus (color correction) author - Sigvatr
12) precise-crosshair-master.wad (precise crosshair) author - m8f
13) nchud-main.wad (hud), author - TheUnbeholden
14) nashgore.wad (blood), author - NashMuhandes
15) Dash (dash) (plus edited by me) author - ?
16) immerse_v104.wad (dynamic camera) author - Josh771
17) FishThing (monster blood) (plus edited by me) author - tweinge asdf
18) SlimeWorm (monster freedoom) (plus edited by me) author - Captain Toenail, Dreadopp
19) Wrench (melee weapon) author - ?
20) Poltergeist (monster) (plus edited by me) author- David Raven, Captain Toenail, The skulltag Team
21) BloodCrawler (monster) (plus edited by me. added sound of bloodsucker scream from stalker) author - HevnDemonic-90eks
22) FleshWizard (monster) (plus edited by me. added sound which is taken from the stalker) author - Gez
23) Grell (monster), author - Xaser, Ghastly, Eriance, Sandypaper
24) Player pain and death sounds taken from stalker
25) Molotov cocktail (weapon) (plus edited by me), author - tabijaky
26) Moron (human) (plus edited by me) author - Drugod
27) Aberration moron (monster) (plus edited by me) author - Drugod
28) Anomalies (from a stalker) (plus edited by me) author - thugsta
29) GasMask sprites (taken from spicy air mod) author - ?
30) DAMAGEFX (damage effects) author - CaptainManiac, BadMojo
31) ChokingHand (monster blood) (plus edited by me) author - Drugod
31) Bible (sprite) author - Id Software
32) 64 pinky (monster doom 64, sounds stalker) author - Id Software
33) Axe zombie (monster blood sprites) author - Monolith Productions
34) Beast (monster blood sprites) author - Monolith Productions
35) Butcher (monster blood sprites) author - Monolith Productions
36) Cultist (enemies blood sprites) author - Monolith Productions
37) Controller (Sprites) author - ?
38) Dog (enemies) (plus edited by me) author - 
Code: Captain Toenail, Ghastly (ZScript conversion)
Sounds: Stalker
Sprites: Wolf3D Spear of Destiny Mission Pack
Sprite Edit: Captain Toenail
39) Gargoyles (monster blood sprites) author - Monolith Productions
40) Wither (monster sprites) author - Craneo
41) Hell hound (monster blood sprites, sounds stalker) author - Monolith Productions
42) Motherdemon (monster doom 64 sprites) author - Id Software
43) Skeleton (monster Divine frequency sprites) author - Genghis Khan
44) Wrench (melee weapon sprites) author - ?
45) Axeb (melee weapon sprites) author - ?
46) Melee weapons sounds credit - RedHook Studios, Bethesda Game Studios, Valve, id
47) Universal rain and snow.pk3 (Weather addon) author - BoondorI
48) D64TEX.PK3 (textures addon) author - ?
49) Logo in menu - author - Guts
50) Map graphics (from mod lasting light) author - Ral22
51) Maggot (enemies) (plus edited by me) author -
    Submitted: Xim
    Code: Xim
    Sprites: DBThanatos, Vader
    Sprite Edit: Xim, Craneo
    Sounds: iD Software
    Idea Base: Doom 3 Maggot


Also a big thanks to shrike for helping me improve the sounds in the mod, and to proydoha for helping me write the code

 

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131698Wed, 05 Oct 2022 05:34:44 +0000
Bloodscorched alpha releasehttps://www.doomworld.com/forum/topic/139576-bloodscorched-alpha-release/ Hello everyone! I'm pretty far along on this 32 Map WAD so I'm looking to spread the word and looking for feedback. Been putting this together in Doom Builder for about a year and a half. Designed for intermediate skill, I look back to when I started playing WADs and was really put off by how challenging some of them were. I wanted to create something well designed for people that are more comfortable with Doom 2's original difficulty. Everything is basically vanilla, but there are a few surprises to keep things interesting... No jumping or crouching, free look is optional. Just some good old fashioned run and gun action!

 

GZDoom and ultra-violence only for now. The main goal now is detailing the levels, balancing, and creating more dynamic lighting. A few of the later levels have exits at the beginning because they are incomplete. Basically all the main set pieces are done, but the layout and level flow still need to be finished. Tons of custom music! I haven't written anything, but many original mixes of bands and a few songs pulled from other WADs. I will be including proper listing of music credits when I finalize the song choices.

 

Feedback and playtesting stage now. It would be hugely helpful to hear what you like/don't like. I play test pretty extensively, but everyone plays a little differently. If you decide to stream or upload videos of it, please let me know! I would be happy to give you a follow and see your reactions.

 

Bloodscorched v.88

 

cover.pngScreenshot_Doom_20221022_072146.pngScreenshot_Doom_20221022_070609.pngScreenshot_Doom_20221022_070513.png

 

 

Spoiler

All skyboxes have been pulled from Mechadon's Box 'o Skies, or original Doom and Doom 2. I have pulled some textures from Doom 1 or swapped things to flats, but visually everything is vanilla. A choice I kind of regret as replacement textures can add a lot to levels, but too late it change it now. Secret levels are seperate and accessed in different levels. Exits can be found in Map11 and Map16. Secret levels are some of the most unfinished, so don't worry too much if you miss them lol. Arachnotron and Spider Mastermind have been given smaller radius so they can be utilized in more effectively. Most maps are exploration based, but I do incorporate a bit of slaughter as things escalate.

 

- - - - -

New monsters!

- - - - - 

 

Rotting / Shade

efa0a737099b98c7ca2bc6b6f316a3a32550ec2e

Slow, low health, and melee only. The first custom monster you will encounter. Don't pose much of a threat, but often appear in great numbers. Shade is a blurred variant. Zombie fodder outright, but I modified the gib sprite as it was too tame.

 

Wraith

756a7b02a102136f3c6a6d63ff7b87f17a77775d

Another melee only enemy, but these are a much greater threat! Also very low health, but incredible movement and attack speed. Will take you down quickly if you give them the chance.

 

Blood Wight

26d53e88e2928fcc92a4fa82ace6978e8997680a

An imp with a little extra health. Also the ability to resurrect monsters and each other. They don't pose much threat to the player, but should be taken care of quickly to avoid resurrection. Will not infight with imps. I think I originally intended for it to send 3 fireballs, but couldn't figure out the code lol. Recolor of the Vulgar sprite.

 

CacoKnight

46c6254c77aab52ad9b3176e724b0c60a81ab675

Cacodemons have too much health!! In fact, I would argue most doom enemies have too much hp. The main reason for the custom monsters is to provide more mid/lowtier enemies. CacoKnights have about half the health of a regular one, so two rockets will always be enough. :)

 

Legion

8368ed2b0fe747cc718843778ed3719cb7d625df

Small and agile with a fast projectile. Another aerial distraction to mix up combat. Though more of a nuisance than an actual threat.

 

Titan

979dec96c367a3f1ba2826b4e09713d6142f57a2

Taking the meaning of "walking wall" to a new level. Titans are big, slow, and extremely tough. About 1.5 barons, twice as wide, and attacks with a single mancubus volley. Sprite is custom mashup of the Heirophant and Hellion. I need to do a great deal of sprite cleanup, but they are in a functional state.

- - - - - 

 

All monster sprites are taken from Realm 667, but almost all of the decorate code is modified to fulfill their new purpose.

 

This WAD was built in BOOM compatibility, but currently only work in GZdoom. I would love to get it organized to fit other ports like PRBoom, but I have no idea how to do that. Coding does not come naturally to me at all, and even just designing these monster types took an embarrassingly long time. If you know how to help I would greatly appreciate it!

 

Honestly kind of unsure where to take this project. Will only take another 6 months or so to finish, but there are already a million people creating amazing levels. Some of my other favorite games, like Descent and Quake 2, need the content far more. Would be weird to get so far along on this project just to abandon it though, so I will probably be putting in the work to finish everything. I plan to implement difficulties, as well as multiplayer features, but those are low priority compared to finishing the remaining levels.

 

Thanks for your time, and enjoy!

:)

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139576Sat, 26 Aug 2023 04:26:55 +0000
MeWo - Happy Birthday Meowgi! (Idgames Pending)https://www.doomworld.com/forum/topic/142887-mewo-happy-birthday-meowgi-idgames-pending/ M_DOOM.png.7f7c8a4750af3fef7e71f614feac0738.png

 

Today is Meowgi's birthday! The ruler of Pacifist Paradise and our favourite resident shitposter. 

Last year, he organised some cool birthday mapsets for others in the community so I thought I would organise one for him. I gathered some people up on Boxing Day and together, we put together 11 maps full of "fun" and "love" and "cool" stuff. This is our offering to the golden sun god of inmortality: MeWo

 

This is a MBF21 WAD so you know there's gonna be some wacky stuff in this set! Word of warning though, this set is tailored towards Meowgi's tastes and skill level so if your name is not Meowgi, this set may not be to your tastes. Some of these maps are, as some would describe them, "hella cooked". There are no difficulty settings either, sorry. 

 

Thank you for reading and enjoy your time in MeWo! <3


Credits:

Spoiler

dashiefrickintyan, for all the graphics including the HUD face and SLADE support

Statbar taken from Stardate 20x7, Chainie for the widescreen version.
Modifications made by Phoenyx and Dashie

Brendondle for moral support <3

Spendoragon for the ALLCOLOUR textures

Esselfortium for the 32in24-15 textures

Sounds taken from Diablo II, rebalanced by Phoenyx

Text made using Eevee's Text Generator

Cattosphere made by HQDefault, found by Rayziik, recoloured by Phoenyx

The mappers, for making such great maps and trusting me to lead this <3     

 

Map + Music List:

Spoiler

Title Music: MEWO by Phoenyx
Intermission Music: Bow by Phoenyx

Text Screen Music: The Disco Ball Stops Spinning by Phoenyx

 

Map01: Meowtryway by Ravendesk
    Music - Rewind nonstop by Psirius

 

Map02: Cat Race by rd
    Music - "Bonus Stage" from Donkey Kong Country

 

Map 03: bad_handwriting.wad by 4shockblast
    Music - Your Love by The Prodigy

 

Map 04: Brendondle didn't have time so heres Rush.Mid P.S. I'm Sorry by Napsalm
    Music - Tom Sawyer by Rush

 

Map 05: What is Bro Waffling About?? by Rayziik
    Music - Ass Like That by Eminem

 

Map 06: weeeeeeeeeeeeeeeeeeeeeeeeeeee by Petyan and TheLoneliness
    Music - We Like the Dark by Keshiva

 

Map 07: Discordance by Phoenyx
    Music - DISCORD MODS BE LIKE by Nikku4211

 

Map 08: Escort the Pinky, And If It Dies, Reload by Cynder_Thief
    Music - Fear Factory from Donkey Kong Country

 

Map 09: Now It's Meowgi's Present, Regifting FTW! by Napsalm
    Music - Mr Bojangles by Sammy Davis Jr

 

Map 10: No Time For Mapping by Dubzzz
    Music - The "Cyber Run" by Lawnmower Man, sequenced by Michael Richardson

 

Epilogue (Map 11): Happy Birthday Meowgi! by The MeWo Team
    Music - Bow by Phoenyx
            All music from previous maps

 

Secret (Map 31): Meowgi 95 by Napsalm
    Music - In the Hall of the Mountain King by Grieg

 

Screenshots:

Spoiler

doom285.png.b5b46a0bad8cd86627cb7beba9de43f2.pngdoom289.png.1d0cc3c69df82433a7a58b93b7d534bd.pngdoom287.png.3326c5a5b47170b9cb797631e49ad057.pngdoom288.png.57add7c50a2369a3e46060e751e57592.png

 

Download Here:

mewo.zip

 

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142887Fri, 19 Jan 2024 20:10:07 +0000
[RC5] EVITERNITY II - RC5 Released!https://www.doomworld.com/forum/topic/142015-rc5-eviternity-ii-rc5-released/ evi2-title.png

Download Now

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142015Sun, 10 Dec 2023 00:01:18 +0000
They Have Come To Earthhttps://www.doomworld.com/forum/topic/142894-they-have-come-to-earth/ Been working on this for a bit. It uses a lot of triangular sectors, and hand edited vertex heights, to create a fairly cool looking map. Granted, this does not look like the Doom I remember, but its neat to see it anyway. Storyline will be something pertaining to an earth invasion. I don't know how long it'll take me to finish this thing, because the gameplay aspect of it is really tough to get correct.

 

Heres a few screenies. I did not make the tree sprites, they are from https://pixabay.com/ . I did edit the size and color, and added a little detail to the trunks.

 

 

kgzdoom2ss1.jpg

kgzdoom2ss2.jpg

kgzdoom2ss3.jpg

kgzdoom2ss4.jpg

kgzdoom2ss5.jpg

kgzdoom2ss6.jpg

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142894Fri, 19 Jan 2024 22:27:37 +0000
Frozen Heart (32 map MBF megawad){WIP} 22 maps completedhttps://www.doomworld.com/forum/topic/135241-frozen-heart-32-map-mbf-megawadwip-22-maps-completed/ About:

 

To bring death and destruction upon this dying world. Drench the land with bodies and flood the rivers with blood.

Fill the void of your frozen heart with vibrant colors and infinite beauty caged inside.

 

Features:

 

-It's a 32 megawad composed of short maps (WIP)

 

-Every map has death exit

 

-Pushes MBF features to the limit, by using features like: particle effects, grenade launcher and more

 

-Uses resources from Doom alpha/beta  

 

-Every map has different theme and sky

 

-Better inclination towards the story, compared to other wads

 

-Focus towards madness and abstraction

 

-There are 2 new weapons and 6 new enemies

 

-Inclusion of "moral" choices

 

-Due to extensive Dehacked usage gameplay mods aren't recomended

 

Enemies:

 

Hell Knight and Baron of Hell - They look different and throw yellow fireballs. This is only cosmetic change.

 

Demon and Spectre - There is 25% chance to trigger death state from Doom alpha/beta. If they die this way, they cannot be resurrected by Arch viles         

 

Lost Soul - Health reduced from 100 to 50. The fire has been changed to white.

 

Shock Trooper - Just a resprite of Wolf SS.

 

Beta Lost Soul - Lost Souls, like they were in beta(thanks to MBF implementation). The only major change is, it takes slightly longer to attack.

 

Baby Cacodemon - Rather self-explanatory. Baby Cacodemon with weaker fireball and lower health than Cacodemon.

 

Chainsaw Zombie - Fast zombie with dangerous melee attack. Drops chainsaw when killed.

 

Young Cacodemon - More dangerous Cacodemon with faster and more damaging fireball and increased mass.

 

Self-Resurrecting Imp - A grey Imp, that has to be gibbed to be killed. The health has been reduced to 40, to allow easier gibbing.

 

Weapons:

 

Shotgun, Chaingun - They use sprites from Doom alpha/beta. This is only cosmetic change.

 

Super Shotgun - Uses sprites from PSX Final Doom and the sound is taken from Xbox/Xbox 360 version of Doom. This is also only cosmetic change.

 

Rocket Launcher - Rockets leave a smoke trail, this also applies to Cyberdemon's rockets.

 

Grenade Launcher - Replaces Pistol and uses rockets as ammo. Players always start with this weapon, but don't have any rockets. Once rockets are picked up, you can use this weapon.

 

Railgun - Replaces Plasma Gun. Highly accurate energy weapon.

 

Screenshots:

 

Map09.gif

 

Map11.gif

 

Map20.gif

 

Download and more screenshots:

https://www.moddb.com/mods/frozen-heart-mbf-megawad

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135241Sat, 22 Apr 2023 10:04:45 +0000
Voice in the Abyss RC1https://www.doomworld.com/forum/topic/142886-voice-in-the-abyss-rc1/ Voce in the Abyss is an 8 map CL9/Boom megawad where doom guy hears voice calling him deeper into the the madness. Fight your way through the demonic hordes
to the end to see what surprises await you.

 

After the end or the games you will be sent to a new game pulse version of the maps where the difficulty is increased or start at map 09 to start out on the new game pulse difficulty.

 

- 8 new maps with New game pulse 

- Modifications to chain gun, rocket launcher and plasma 

- Replaced the Spider Demon and modified the baron attack

- Color pallet and a few other color changes. 

- no difficulty setting plane to add them in soon based of difficulty feed back.   

 

Known Bugs.

 - On map 3 and 11 if using software rendering there are HOM. If you are using OpenGL it fixes the HOM
 

The_Voice_in_the_Abyss.zip

Screenshot (115).jpg

Screenshot (133).jpg

Screenshot (134).jpg

Screenshot (136).jpg

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142886Fri, 19 Jan 2024 20:02:07 +0000
[Final release] “Hell's Bane” - an Ult Doom megawadhttps://www.doomworld.com/forum/topic/136905-final-release-%E2%80%9Chells-bane%E2%80%9D-an-ult-doom-megawad/ hells-bane.png

This thread is about my personal anthology project for The Ultimate Doom called "Hell's Bane" to celebrate Doom's 30th birthday and my 25th anniversary as a level designer. Here I will post status updates and eventually provide a download link and  generally communicate with the community about it.

 

What is Hell's Bane?

This is a Boom compatible megawad replacement for The Ultimate Doom. It features 4 episodes with 9 levels each all themed in the vein of the original game. The levels are all levels that I have released either solo or as part of projects over the past 25 years. There are also a couple of new levels to fill in the gaps. "Hell's Bane" is oldschool Doom with a few Boom tricks behind the scenes.

 

Who's this even for!?

Well, I guess if you're into highly modified stuff and find the original Doom bestiary boring, then this probably isn't for you. I'm guessing you'd really have to be in the mood for some old school Doom if you feel like ploughing through all 36 levels, which is why this megawad's target audience would perhaps be better suited for those in the mood to play an episode in their favourite flavour. Or maybe you are familiar with my work and are just really curious to see what I did with the old levels - you know, how I hacked them to pieces, stretched them or pounded them back into the new millennium. But who am I to judge or decide. All I wish is that if you download this megawad that you will enjoy it for what it is: A love letter to Doom and celebration to the fact that I've spent 25 years placing vertices and splitting linedefs.

 

Important sourceport info

In order for the boss levels to function correctly you will need one of these sourceports or newer. The wad is Boom comp and requires a sourceport that supports UMAPINFO if you want the intended experience:

 

  • DSDA-Doom 0.26.2
  • PrBoom+ 2.5.17um
  • PrBoom+ 2.6.66-ucrt64
  • PrBoom+ 2.61um-w32
  • Woof 11.2.0-win64
  • GZDoom dev builds from 16th July 2023 onwards (boss levels wont work in GZDoom 4.10)

 

@EffinghamHuffnagel coded a MAPINFO lump for ZDoom that makes the boss levels work properly in that sourceport.

 

General play info

  • Boom compatible sourceport with UMAPINFO support required (see info above)

  • Pistol start intended, but feel free to play continuously of course.

  • Jumping and mouselook NOT intended. May break progression if you do.

  • No-clipping definitely NOT recommended.

 

Download

hellbane.zip January 13th, 2024

Also available at my personal website.

 

hb_rc1.zip November 26, 2023

hb_rc2.zip* (changelog) December 4, 2023

hb_rc3.zip* (changelog) December 18, 2023

*Note: In-game demos will desync badly in RC2 and RC3. They will be re-recorded for the final release.

 

Feel free to help me spread the word about this megawad to other doomers outside this website who might have an interest in it. I don't have or use social media, so any help in that department is greatly appreciated.

 

Status

Final release - /idgames upload pending

 

Credits

 

Map list

Spoiler

E1M1: The frontier 				(Frontier Settlements: Distress!) modified
E1M2: Meek 					(Meek) modified
E1M3: Main-frame 				(CH Retro Episode) modified
E1M4: Command center 				(CH Retro Episode) modified
E1M5: Chemical processing plant 		(CH Retro Episode) modified
E1M6: Primary base 				(CH Retro Episode) modified
E1M7: Laboratories 				(CH Retro Episode) modified
E1M8: The grinder 				(Gore) modified
E1M9: Strategical offensive array 		(CH Retro Episode) modified

E2M1: Rip it! 					(Monument, Rip it, Tear it, Smash it!) minor fixes
E2M2: Beta station 				(Monument, 2002 ADO) minor fixes
E2M3: The wailing halls 			(Monument, The Wailing Horde) minor fixes
E2M4: Hive of the horde 			(Monument, The Wailing Horde) minor fixes
E2M5: Chasm control 				(Monument, The Unknown Chasm) minor fixes
E2M6: Smash it! 				(Monument, Rip it, Tear it, Smash it!) minor fixes
E2M7: Hunt'em highnlow 				(Monument, High/Low 2) minor fixes
E2M8: Domain of evil 				(Monument) minor fixes
E2M9: The end? 					(Monument, The Wailing Horde) minor fixes

E3M1: The trickster's behest 			(128KB challenge) minor fixes
E3M2: Chart the course for carnage		(exclusive) new from scratch
E3M3: The bloody realms 			(Bloody realms of Hell) untouched
E3M4: Obituary written 				(2002 A Doom Odyssey) revamped
E3M5: Twisted high 				(High/Low 3) modified
E3M6: The remedy				(exclusive) new from scratch
E3M7: No way back				(exclusive) new from scratch
E3M8: Death will be no respite			(exclusive) new from scratch
E3M9: Flay the obscene 				(Flay the obscene - DeathmatcH) revamped

E4M1: The blessed hex 				(The Blessed Hex) revamped
E4M2: Hell unleashed				(2002 A Doom Odyssey) modified
E4M3: Disreputable stronghold 			(2002 A Doom Odyssey) modified
E4M4: High'n'low 				(High/Low 4) revamped
E4M5: Indominatable haunt 			(2002 A Doom Odyssey) modified
E4M6: Odious grounds 				(2002 A Doom Odyssey) modified
E4M7: Bond of hatred 				(Bond of hatred) modified
E4M8: Deus in absentia 				(High/Low 4) revamped
E4M9: Good vibrations 				(Good vibrations) modified

 

Soundtrack

Spoiler

Episode 1

E1M1 "Gate crasher" -  @Battlecat

E1M2 "Unending cruelty" -  @BattleCat

E1M3 "Relinquished command" @BattleCat

E1M4 "They must be contained" -  @BattleCat

E1M5 "Dark matter anomaly" -  @BattleCat

E1M6 "Rooftop" @Korp

E1M7 "Second wind" -  @BattleCat

E1M8 "March of the blue jays" - @LightningBoltForever

E1M9 "Ripper" - @Cacodreamin'

 

Episode 2

E2M1 "Armageddon apparatus" @MFG38

E2M2 "Looking down the barrel" - @wallabra

E2M3 "Mephisto's Lament" - @MFG38

E2M4 "Don't look it in the eye" - @LightningBoltForever

E2M5 "Cauldron" - @wallabra

E2M6 "Sight implement" @wallabra

E2M7 "Pebbles in wine" @wallabra

E2M8 "Final frontier" @MFG38

E2M9 "Metrozipper" - @wallabra

 

Episode 3

E3M1 "Forest Orchestra" - @Herr Dethnout

E3M2 "Aquatic nightmare" - @Crunchynut44

E3M3 "Just say no to yes" - @northivanastan

E3M4 "Claustrophobic Corridors" @BattleCat

E3M5 "After hours" - @LightningBoltForever

E3M6 "The awaiting tempest" - @Korp

E3M7 "Whims of the malevolent" - @MFG38

E3M8 "Tethered" - @Bobby "J

E3M9 "The devil's riff" - @Crunchynut44

 

Episode 4

E4M1 "Xazozwag" - @Kor

E4M2 "Staring over the canyon" @LightningBoltForever

E4M3 "Red light" - @Cacodreamin'

E4M4 "Ruin" - @Cacodreamin' @wallabra

E4M5 "Galvanise" - @Crunchynut44

E4M6 "Wasp's Nest" @wallabra

E4M7 "Feud" @LightningBoltForever

E4M8 "Invite the apocalypse" - @MFG38

E4M9 "Back to the rail" - @wallabra

 

Intermission @BattleCat

Title  @BattleCat

Victory @LightningBoltForever

Bunny @LightningBoltForever

Screenshots

Spoiler

HBe1m2.jpg HBe1m4.jpg

HBe1m5.jpgHBe1m6.jpg

 

HBe2m2.jpgHBe2m3.jpg

HBe2m5.jpgHBe2m6.jpg

 

HBe3m2.jpgHBe3m3.jpg

HBe3m4.jpgHBe3m9.jpg

 

HBe4m1.jpgHBe4m3.jpg

HBe4m7.jpgHBe4m9.jpg

 

 

]]>
136905Sat, 24 Jun 2023 08:48:25 +0000
Doomworld Maximum Project 2024https://www.doomworld.com/forum/topic/142529-doomworld-maximum-project-2024/  

DMP.png

WELCOME TO THE DOOMWORLD MAXIMUM PROJECT 2024!

 

Description

 

For the uninitiated, the Doomworld Maximum Project is a project that accepts all submissions (regardless of things like map format or skill level) over the course of the entire year. Whether your map is a bespoke creation for this project or something gathering dust in your wads folder, it will be welcomed here with gusto!

 

Rules

 

  • One map submission per person.
  • Map must be playable in singleplayer and be for the Doom 2 IWAD.
  • You can map for any format or compatibility mode. When submitting your map, please specify what format the map is for.
    • A side note for anyone mapping for Eternity: the presence of PNGs in the compilation has the unfortunate side effect of making Eternity take a very long time to load it up. Just something to bear in mind. 👍
    • If you're mapping for ZDoom or GZDoom, please do not submit in pk3 format. The same goes for Eternity and pke format.
  • PLEASE test your maps in the format you made them for: incorrectly formatted resources or "ZDoomisms" can be easily avoided by proper testing on your part.
  • No DeHackEd content, but other custom content is allowed: this includes textures, music, DECORATE, whatever you can think of as long as it doesn't replace other Doom 2 resources and isn't too ungainly.
  • Credit your content sources! Textures, music, all that good stuff.
  • If you're using custom textures, make sure that they're all named with a 3-letter prefix of your username: something like OBS*****, for example.
  • Resources (not including the map) must not exceed 2mb. I'd prefer to not have to bundle someone's 150mb magnum opus into the eventual compilation, yeah?
    • You can however use external texture sets such as OTEX: if you're only using a handful of textures it'd be appreciated if you included them in your submission in accordance with the rules, but otherwise it's okay to just mention what resource pack you're using when you submit your map.
  • No reserving MAP07 or MAP30 slots.
  • No using the secret exit actions.
  • All submissions are welcome: small maps, big maps, slaughter maps, joke maps, anything that isn't purposefully abusive is allowed and encouraged. Go nuts!
  • The deadline is midnight on the 1st of January, 2025 in Yankee Time: here's a countdown if you'd like to keep track.
  • And most importantly, have fun!

 

Begin the map things!

]]>
142529Mon, 01 Jan 2024 05:44:12 +0000
[Community Project] Death by 1000 Lines: Ultimate Doom 1000 line megawad - limit-removing, cl3 - slots filled!https://www.doomworld.com/forum/topic/142826-community-project-death-by-1000-lines-ultimate-doom-1000-line-megawad-limit-removing-cl3-slots-filled/ TITLE1.png.67c7968310f1826e66ff935036e1817b.png

 

Recently, I dug out a half-finished speedmap that had been rotting on my laptop for over a year and finished it. It turned out okay, and got me thinking. I love those 1000 Lines projects, don't you? I've always wanted to have a go at running a community project, and after running the idea past @Liberation who ran the previous 1000 Lines projects, I figured now is as good a time as any. SO...here goes nothing.

 

 

OUTLINE.png.867b3608686460789508eb9a68d36ea9.png

DEATH BY 1000 LINES (aka "The Ultimate 1000 Lines Community Project") will be a limit-removing 1000 line megawad project for The Ultimate Doom, with the goal of replacing all four episodes. We will be targeting CRISPY Doom primarily, though you are encouraged to test your map(s) across other ports such as DSDA-Doom, Woof!, GZDoom and so on to ensure maximum playability across ports. Although Crispy Doom does not support UMAPINFO, I will create a UMAPINFO lump for compatible ports.

 

WHO.png.679a288ec2cfd2641eea5587e63d86de.png

Everyone! The project is open to mappers of all skill levels. I'd class myself as kindof intermediate, on a good day ;) Beginners are welcome, as are veterans willing to chip in and lend their skills. Limit-removing is beginner friendly, and while the 1000 line limit does offer its own challenge in terms of design efficiency, I think it also offers a nice ceiling against scope creep.

 

RES.png.478fa34367e34b8294d4f4cb4fbb8728.png

For simplicity's sake, I have decided to only use the stock Ultimate Doom textures for this project, with some crucial exceptions. Its my first community project, after all. This is part of the challenge, I know you people are creative, so get creative with those textures! Or play it safe, its your choice. When I was making a UD episode, I thought at times I'd limited myself too much with the base textures, but I did it. So can you! That said, I've decided to put a minor spin on the classic UD episode themes, two fairly straightforward, two a bit more unusual. Which brings us to....

 

themes.png.077f94d78a4642ed024128436ffe0848.png

 

E1: Phobos Nocturne - E1 with a night sky - its simple. Make some E1 style maps! Note that you don't have to use E1-exclusive textures if you don't want to, if that makes it easier, so STARTAN etc is optional here. You may use non-E1 enemies if you wish, though I suggest they are introduced around E1M5/E1M6.

I have claimed E1M1 for this episode. This episode uses the sky from Scythe X.

 

E2: Within the Abyss - Corrupted techbases in the void - Deimos has been swallowed into the void, and Hell's presence is subverting it. A pitch black wall texture and matching flat are included in the resource. Be spooky!

 

E3: Infernal Abstraction - E3 style maps where you are encouraged to make liberal use of sky transfer, as Crispy Doom supports this. Wanna get WEIRD?!?! This is your episode! (note: sky transfer isn't obligatory, I just figured this would be more interesting than my original "subterranean" idea - you can still make an "underground hell" map if you wish to do so). Mappers for this episode may use any custom or stock texture for their sky. I've checked and this works on DSDA and Woof! at -complevel 3.

 

E4: Judgement Day - techbase/buildings, corrupted earth - the demons have come to Earth. Time to kick 'em out! think E4 meets Doom II's city episode. I have claimed E4M1 for this episode. This episode uses a really cool city/hell sky I found on the ZDoom forums, created by the user Mr. Pencil, trimmed slightly by me.

 

slots.png.72814cc36fb9a0b2993515decce1940b.png

Spoiler

EPISODE 1 - PHOBOS NOCTURNE:

 

E1M1 - Loading Bay - Somniac

E1M2 - @somerandommarineguy

E1M3 - @DJVCardMaster

E1M4 - @galileo31dos01

E1M5 - @DukeOfDoom

E1M6 - @DFF

E1M7 - @aRottenKomquat

E1M8 - @RED77

E1M9 (secret) - @DynamiteKaitorn

 

EPISODE 2 - WITHIN THE ABYSS:

 

E2M1 - @DankMetal

E2M2 - @aRottenKomquat

E2M3 - @Nikolanchik

E2M4 - @DrPyspy

E2M5 - @DRON12261

E2M6 - @stochastic

E2M7 - @Windy

E2M8 - @Blast_Brothers

E2M9 (secret) - @Hayden49

 

EPISODE 3 - INFERNAL ABSTRACTION:

 

E3M1 - @SilverMiner

E3M2 - @Walter confetti

E3M3 - @Track Federal

E3M4 - @Blue Phoenix

E3M5 - @JustAthel

E3M6 - @Oxyde

E3M7 - @Scionox

E3M8 - @knifeworld

E3M9 (secret) - @DeetOpianSky

 

EPISODE 4 - JUDGEMENT DAY:

 

E4M1 - The Docks (tentative) - Somniac

E4M2 - @DeetOpianSky

E4M3 - @Lord_Z

E4M4 - @Dreadopp

E4M5 - @fishy

E4M6 - @Scorpius

E4M7 - @dac

E4M8 - @Hayden49

E4M9 (secret) - @JustAthel

 

 

rules.png.5d801e6222252453da5551fe20c9959b.png

  • Your map must NOT exceed 1000 linedefs - this includes teleport closets, control sectors and whatever else.
  • Your map should be limit-removing, -cl3. You may make a vanilla-friendly map if you wish, but the project as a whole is not aiming for vanilla compatibility.
  • You can use any MIDI you like, custom or stock. Want to make one for your own map? Go ahead!
  • You may claim up to TWO map slots for this project.
  • Your map should be beatable in 15 minutes max (I will not be super stringent on this, just a guideline).
  • Please implement co-op starts and difficulties in your maps. If you're unsure about difficulty, don't implement them and it can be refined later.
  • Please balance your maps for pistol start, and if possible, continuous (this can be as simple as having some gear in your exit room for continuous players)
  • Map order is not set in stone - we can be flexible with placement dependent on difficulty etc - we can have breather maps inbetween harder maps.
  • Your map should include at least one secret, given the 1000 line limit I don't expect them to be complex, but you're welcome to make it so.
  • If you wish to drop out of the project for any reason, please declare as such in this thread.
  • You can collaborate with another mapper if you want!

 

When you submit your map, please use the following template:

 

Spoiler

MAP: your map name.
SLOT: the slot your map will occupy.
MIDI: credit your MIDI source.
NOTES (optional): any comments you may have regarding the map.
Include at least one screenshot also.

 

 

REQS.png.b02db87d37c6d9118adb16414d6a764d.png

GRAPHICS - I can't do graphic art to save my life. I know that a bunch of you can. If you would like to do a TITLEPIC, INTERPICs, or an ENDOOM, please make yourself known.

 

PLAYTESTING - I will playtest every map that comes in. I'm just one person, though. Calling playtesters! Alternate points of view are highly encouraged.

 

Finally...

 

ded.png.9eb5a6ae2e40ce5ed4e3edd145cec714.png

When its done (tm). That said, I'd like to be on path to having all most, if not all, submissions in within the next two months or so. This is flexible though, so please don't feel like you need to rush things. On the other hand, if you're confident you can get a map done within a matter of days, don't let me stop you.

 

That's about all. If you're interested, sign up and I look forward to seeing what you've got! Download the resource pack >>>HERE<<<, and please let me know if something's not working with it. I think I've assembled it correctly.

]]>
142826Tue, 16 Jan 2024 19:33:05 +0000
Doom 2 In City Only - Community Project [All Slots Claimed]https://www.doomworld.com/forum/topic/141811-doom-2-in-city-only-community-project-all-slots-claimed/ BOSSBACK_Big.png?ex=657c8a37&is=656a1537

 

Do you like to get lost in Sandy’s City? Is Odyssey of Noises your favorite Plutonia map? Do you look outside the windows in Going Down and feel a deep sense of wonder? Then this is the project for you! Doom 2 In City Only is a community project where we make city maps. That’s right, a whole WAD of nothing but City maps. What more could a Doom Mapper want? If you enjoy open layouts, non-linear progression, optional areas, and even some good old fashioned doomcute, then sign up below and get to mapping! The deadline to claim a map slot is March 1st (and your map is due 3 weeks after you claim a slot), but slots are limited to 30 maps so if you want to make a map for this I recommend not waiting.

 

Claiming Map Slots & Deadlines

  • Post in this thread to claim a map slot.
  • You have three weeks from the time you claim your map slot to submit a playable map. Failure to do so will result in forfeiting your slot. I will give you 24 hours notice when your deadline is approaching.
  • RC1 will be compiled when all maps are submitted or when the March 1st deadline has passed and all the claimed maps are submitted, whichever comes first.
  • Secret map slots are reserved for event staff. Any available secret slots left at the completion of the project will be filled as required.
  • Track the status of maps, claims, due dates, etc here: https://docs.google.com/spreadsheets/d/1wCvJU7SX1bVdXq6l-NqkS9K7cjvf912UmqHhb6v12jA/edit#gid=0

 

Map Rules

  • Maps should be in MBF21 format.
  • You must use the D2ICO_Resource (vanilla stuff is OK).
  • Your map should visually resemble a city and should fit in with the theme assigned to its episode.
  • Maps should have open & non-linear layouts.
  • Must feature optional areas that are not tied to progression that give optional rewards.
  • OPTIONAL: Good city maps often contain doomcute so this is encouraged but it may not gel with some styles, so it is not mandatory.
  • Difficulties, co-op starts, and MIDI are all mandatory. If you don't provide these then I will for you.
  • You must use the provided skies for each episode. These are named with the episode prefix (E1SKY 0, E2SKY 0, E3SKY 0, etc.) Animated skies don’t work when defined in UMAPINFO, so you will need to do a sky transfer in your map.
  • The third map of each episode should contain a secret exit. Check the Map Slot list below to see if your map requires a secret exit.
  • If your map does not meet the above criteria or is blatantly low effort it will be rejected from the project.

 

Episode Themes

Episodes will consist of five maps with each episode having it's own secret map for a total of 36 maps. The third map of each episode will contain a secret exit.

  • Episode 1: Modern Human City. Your standard human city, full of skyscrapers and buildings along a latticework of streets and alleyways. 
  • Episode 2: Futuristic Tech City. A city from the future. Lots of silver, tech, and computer details.
  • Episode 3: Ancient Egypt City. Ancient stone buildings and sand as far as the eye can see. Don’t forget the pyramids!
  • Episode 4: Underground Ruin City. Old ruins of cities long past buried beneath the earth.
  • Episode 5: Hell City. Where the demons live. Red rock, green marble, rivers of blood and mounds of flesh.
  • Episode 6: Void City. Mysterious cities in what seems to be an endless void. The city itself can be anything, but it must be floating in the void.
  • Episode 7: Secret Maps. These slots are reserved.


Discord
This project will mostly be developed over at the Pineapple Under The Sea discord. It's not mandatory to join to contribute to the project, but it will make life a little easier for playtesting, feedback, project discussion, etc. Just ping me when you join the server and I'll give you the required role to view the project channels.
 

Submission Format

Map Name:

Map Slot:

Author:

MIDI:

Coop/Difficulties:

Comments:

Screenshots:

 

Map Slots

Episode 1: Modern Human City

Episode 2: Futuristic Tech City

Episode 3: Ancient Egypt City

Episode 4: Underground Ruin City

Episode 5: Hell City

Episode 6: Void City

Episode 7: Secret Maps


Episode Skies
Episode 1

e1sky_2.gif?ex=657cbca5&is=656a47a5&hm=c

 

Episode 2

blue_starry.gif?ex=657cbca5&is=656a47a5&

 

Episode 3

yellow_sun.gif?ex=657cbca5&is=656a47a5&h

 

Episode 4

luolis2.gif?ex=657cbca5&is=656a47a5&hm=9

 

Episode 5

zzsk1.gif?ex=657b3db2&is=6568c8b2&hm=b5a

 

Episode 6

void.gif?ex=657cbcd9&is=656a47d9&hm=d2e5

 

Credits

Titlepic: @dashiefrickintyan

Logo and menu graphics: @Danlex

HUD: @Ludi

Animated Skies: @muumi

Endoom: @Peccatum Mihzamiz

Interpic: @myolden

Title MIDI: This Isn't a MIDI, It's a Mapwich by @AD_79

Intermission MIDI: Waiting Room by @AD_79

]]>
141811Fri, 01 Dec 2023 19:59:53 +0000
My first wad - Charisma.wadhttps://www.doomworld.com/forum/topic/142882-my-first-wad-charismawad/ This is the first Doom level I have ever made. My goal was to make a level similar in difficulty to mid-tier levels of Sunlust while only using vanilla textures. There are also some puzzles and minimal platforming. One secret requires SR50.  

 

Complevel 2 / limit removing.

Tested with DSDA doom and PrBoom+

Replaces map 01 of Doom2.wad

 

Charisma.zip

 

Since this is my first time posting a level, please let me know if I am doing anything incorrectly.1840962697_Charismascreenshot1.png.d22c06b533a89a29548db7f3efe396ac.png1091833231_Charismascreenshot2.png.5f5c36ac2ce5ff674bf48aaf5b39fc29.png401783540_Charismascreenshot3.png.b7b86ce46be7a6af0da183bd02d68db1.png852611168_Charismascreenshot4.png.d3d6755650b8396cc72d781c0436052d.png541291202_Charismascreenshot5.png.9dced1f600aecceccb1a269cc77005ec.png

]]>
142882Fri, 19 Jan 2024 15:25:37 +0000
[W.I.P MAP RELEASE] Looking for feedback on my upcoming map (Toxic Stronghold) [UPDATED MAP]https://www.doomworld.com/forum/topic/142870-wip-map-release-looking-for-feedback-on-my-upcoming-map-toxic-stronghold-updated-map/ == Actual Post Below This Text ==

 

--- New Post (Updated Map) ---

 

-- Info --

 

Hey everyone! Today, I'm gonna be releasing work in progress version 2, of my upcoming map, Toxic Stronghold. I have looked at your guy's feedback, and I have made a few changes, and added a few more stuff to the map! I am also still looking for some feedback for this version so that I can make the final version as good as possible! Please also remember that this is NOT the final release, and everything is subject to change.

Another thing to note is that currently, since this is a work in progress, there is no exit. Currently the map ends when you get to the last room.

 

-- Instructions for running the map --

Run the map with GZDoom

The map uses the format GZDoom: Doom 2 UDMF

Run the map without jumping or crouching

The map uses the Doom 2 IWad

 

-- Download --

Download Updated Version! [Wad File] (This is the new version)

Download Original Version! [Wad File] (This is the old version)

 

-- Screenshots --

image.png.a954566e5d9320176ddce4721fb797b6.png

image.png.74a382748d97606e905971cd2608a8b2.png

image.png.ef110507c20dab322bf83633ce978d2e.png

image.png.3524004367a85bb34fb9f8ffb2ce043c.png

image.png.f34aacb13875bbc2c9b1663093951274.png

image.png.49df367ce5488b09fbae55032031d89c.png

:O

 

--- Original Post ---

 

-- Info --

 

Hey everyone! Today I'm gonna be releasing a work in progress version of my upcoming map, Toxic Stronghold. I am looking for feedback so that I can make the full version as good as possible. Please remember that this is NOT the full release.

 

-- Instructions for running the map --

Run the map with GZDoom

The map uses the format GZDoom: Doom 2 UDMF

Run the map without jumping or crouching

The map uses the Doom 2 IWad

 

-- Download --

Download Updated Version! [Wad File] (This is the updated (new) version)

Download The Map! [Wad File] (This is the old version)

 

-- Screenshots --

image.png.635ab11202cec662f0f5c890850cc724.png

 

image.png.7d4d4158d2dbb919dbce114da5ce1ee7.pngimage.png.c9d23d6250ae2b0cde4b82e71ac0e47f.png

 

:O

]]>
142870Fri, 19 Jan 2024 04:44:52 +0000
[Community Project] VANITYhttps://www.doomworld.com/forum/topic/138964-community-project-vanity/ vanity1b.png.6b47ab6956ac9ac7fe7446390fca339c.png
===================================================
Following the disaster of my previous community project,

I bring this instead, a far more (perhaps maybe a little too) open-ended project.
===================================================
So, let's just throw down the basics of this. 32 maps, boom-compatible, doom 2.
If you understand that, then you should also understand that this WAD comes with a texture pack!
Here's the flop. http://esselfortium.net/wasd/32in24-15_tex_v2.zip (Extra Link in case the other one doesn't work)
You are not in any way obligated to use these textures, however I still strongly encourage it.
Onto the everything else of the project.

doom-small-mapping-guidelines.png.9aa82488f859b28c3d85757483b6de2f.png

Spoiler

1. Obide by the themes of each episode.
2. Don't make overly easy maps, I want this WAD to be on the more challenging side, albeit not ridiculously difficult, at least in the earlier half.
3. Keep some semblance of continuity from map to map, you may have to contact the mapper before and after you to keep that, however it doesn't have to be anything fancy, just no drastic tonal shifts.
4. Post an update at least once a month, I need to know that you're working on your map (unless if you haven't started yet!)
5. You are responsible for your own skybox, get one yourself, or else I get one for you.
6. Please submit maps in this format (see below)
Author(s):
Difficulty Settings:
Map Name:
MIDI Used:
Description:
Author's Comments:

7. Your maps must be co-op compatible, they must not be centered around co-op, but they should WORK with co-op. (deathmatch too, however optional)
8. Get a MIDI, either make it or find one, otherwise I'll put one there myself.
9. You are allowed to have multiple people working on your map.
10. Have fun :)


doom-small-deadline.png.4702017745ef467d41ab89e50c88e5b6.png

Spoiler

The deadline is February 14, 2024. I may be willing to extend it for certain people, but only in very specific scenarios, try to be on time as much as possible!

 

doom-small-maps.png.647556fd7a768175c33fb743e52be6e6.png

Spoiler

Episode 1 - Space Station (MAP01-MAP05)
This should look like some sort of vrack-esque space base, maybe akin to Erik Alm's Scythe X as well, but MAINLY vrack, do not use any skyboxes that don't look like space.
MAP01 - ___ by Skronkidonk
MAP02 - ___ by Heretic926
MAP03 - ___ by dmh094
MAP04 - Liquids Included With Purchase by EPICALLL (Link)
MAP05 - ___ by Alfiq
Episode 2 - Return to Earth (MAP06-MAP10)
This takes place in the future! MAP06 should start following a crash landing, and MAP10 should end with a time machine. These techbases should be damaged in some way or another, too.
MAP06 - ___ by NeedHealth
MAP07 - ___ by Garland
MAP08 - ___ by BlazedMaps
MAP09 - ___ by Ar_e_en
MAP10 - Time Twister by NecrumWarrior & CrazedCleric
Episode 3 - Far Future (MAP11-MAP15)
This should feature a very technologically advanced yet also gritty and bleak future, try to find a partially (yet not fully) hellish skybox, probably something red.
MAP11 - ___ by DeafPixel
MAP12 - ___ by RileyXY1
MAP13 - ___ by Eon Toad
MAP14 -
MAP15 - ___ by rouge_means_red
Episode 4 - Meltdown (MAP16-MAP20)
Volcanic doom is imminent! Molten magma rains from above, and the technology is melting into a blue plasma! Feel free to find your own texture for this one, as I'm positive there isn't much in the form of plasma-looking textures in this pack.
MAP16 - Radical Action to Cause a Meltdown by Ar_e_en
MAP17 - ___ by VBraveMany
MAP18 - ___ by CursedJade999
MAP19 -
MAP20 - ___ by stochastic
Episode 5 - Dust & Decay (MAP21-MAP25)
Everything is now gone, all that really remains is a dark volcanic valley, the center of which has opened a portal to hell, your mission is simple; get to that portal.
MAP21 - ___ by neonannihilator2
MAP22 - Damnation by dmh094 (Link)
MAP23 - Verloen by CrazedCleric (Link) (V2)
MAP24 - ___ by RileyXY1
MAP25 - ___ by wumbo
Episode 6 - Hell (MAP26-MAP30)
It's the hell episode, I assume that if you're doing this one you have a pretty good idea of what to do, the only thing I expect here is some pretty damn hard maps.
MAP26 - Vitriol by eater29
MAP27 - ___ by BeachThunder
MAP28 - ___ by NullTheShadow
MAP29 - ___ by Lord_Future
MAP30 - ___ by dmh094 & Heretic926
Secret Episode (MAP31 & MAP32)
Let loose, do whatever you want here. The only guideline here is to not make a map that you would see ending up in any of the six episodes listed.
MAP31 - ___ by raddicted
MAP32 - ___ by Raspoza


I wish good luck to anyone who decides to map for this project, and I send my condolences to those who end up missing this project.

]]>
138964Wed, 09 Aug 2023 20:26:21 +0000
Abandon: Shadows of darkness: A three episode ultimate doom wadhttps://www.doomworld.com/forum/topic/131780-abandon-shadows-of-darkness-a-three-episode-ultimate-doom-wad/    strife-bigfont-abandon-shadows-of-darkness-a-three-episode-ultimate-doom-wad.png.f3701141c76cf1271e65aaf13c7cb8fa.png

 

Well i decided to release it now instead of waiting until the new year to do it. So here it is, the third installment of my solo wad know as Abandon: Shadows of darkness: Dark Abyss.

 

This third episode took so so goddamn long to finish i was about ready to release it in a poor state but i push through and got it finished, so now i am happy to present the third episode of the solo ultimate doom wad.

 

I also want to mention that there is a E4M1 but it's more of a teaser map to what i have planned for E4. I also plan on redoing the rest of E1 when i have the time to get back to it.

 

I am doing a map for a community project since i need a break from Doom 1 mapping anyways, i need to get back into doom 2 mapping so doing a CP will help me get out of the rut and the burnout i had to deal with.

 

I am going to include the midi composers in the next section which i left blanked for a reason until now.

 

I am including screenshots along with the wad in the same folder so in case someone asks "Where's the screen shots at?" There in the same file with the wad.

 

Finally i want to say thank you all for waiting for Episode 3 to be finished, i thank the people who made videos on my wad as well Sandwedge, the lamp, beserker and others i am missing but i will give them credit anyways.

 

Now with that said please enjoy the third installment of Abandon: Shadows of darkness: Dark Abyss.

======================================================================================================================================================================================================================

strife-bigfont-midi-composers-.png.a71b8a98845872116e311c43f6f0e73b.png

 

Here are the midi's and the composers for the ultimate doom mega wad. The midi's and composers are as follow:

 

Episode 1:

 

E1M1 Midi - Deimos by Ofisil

E1M2 Midi - Whipped and chained by Doomkid

E1M3 Midi - Lullaby for the lost by Xulgonoth

E1M4 Midi - Communion by Ofisil

E1M5 Midi - Cyberhellish by Ofisil

E1M6 Midi - Lair of the bitchmaker by Bucket (No not bucket head)

E1M7 Midi -  Seven Plagues by Ofisil

E1M8 Midi - Escaping the Darkness by Myrgharok

E1M9 Midi - Run and chainsaw by Ofisil

 

Episode 2:

 

E2M1 Midi - In her cold dead embrace by Varis Alpha

E2M2 Midi - Echos by Zemystic

E2M3 Midi - Darkest Halls by Ofisil

E2M4 Midi - Trigger by Mr. Freeze & Bucket (not bucket head)

E2M5 Midi -  Behold! A god who bleeds by Lippeth

E2M6 Midi - Stomping Grounds by Lee Jackson

E2M7 Midi - Underlord by Jimmy paddock (jimmy)

E2M8 Midi - Dethrone the tyrant by Manniacc

E2M9 Midi - This is my boomstick by malestorm

 

Episode 3:

 

E3M1 - Chess from Hexen midi pack

E3M2 - Anxiety by Ofisil

E3M3 - In Utero by Ofisil

E3M4 - Hell Beneath by Arsinikk (from the unused section of his midi collection)

E3M5 - Fallen Monuments by Sanxalot (snax)

E3M6 - Tribulation by Snaxalot (snax)

E3M7 - Oblivion Eclipse by Varis Alpha

E3M8 - Wretched Harangue by Dragonfly & Lippeth

E3M9 - Awaken by Ofisil

 

Title / intermission / end text midis:

 

Title song - The demons from Adrian's pen by Robert Prince from doom 1

 

End game Midi - Heosphoros

 

Intermission Midi - We are Hardcore!

 

both Midis made by Ofisil

======================================================================================================================================================================================================================

 

doom-nightmare-wad-info.png.35203c423272312683174d684081ee00.png

 

Name: Abandon: Shadows of darkness Ep. 1 - Ep. 3

 

Wad: Ultimate Doom

 

Source port(s) recommended: GZDoom & DSDA Doom

 

Build time: Don't remember

 

New textures: None

 

New Music: Yes. A Mix tape of community midis

 

Source ports tested in: GZDoom & DSDADoom

 

map(s): E1M1 - E3M9

 

Bugs: Shouldn't be any bugs, if so please use the Raid X in the closet lol.

 

Misc. Info: There will be an episode 4 when i get done with a community project.

 

======================================================================================================================================================================================================================

 

 doom-nightmare-other-stuff.png.312e7f78090c0868cacb78de1c7d897b.png

 

If you enjoy my Doom 1 wad, here is other works i've done as both solo and been apart of a community project.

 

Solo work:

 

 

 

doom-nightmare-community-projects.png.812b635618092fb8d6df7e74328f92c8.png

 

I was only involved in two but i don't know what happened to Booked: A GZDoom community project so the only one i know that is out is Theme GAWAD #1. I did maps map 03 and map31. Please check it out, it was a great experience to work with a lot of mappers and get better at mapping as a whole. 

 

======================================================================================================================================================================================================================

 

Here is the link to the wad: https://drive.google.com/file/d/15fdixt7mL_XE0SrX6EO2mbeW1vCMSNsf/view?usp=drive_link

 

(The screen shots are included with the wad file)

 

With that i am thankful for doing this and making a wad i feel like i put heart and soul in to make for entertainment and show that you don't need to be tied down to just doom 2 mapping, have fun with the limited stuff you have in doom 1, play around with it and see what kind of stuff you can do with just doom 1 resources. 

 

Enough ranting go play this and have fun with episode 1 2 and now 3 of my Ultimate doom wad.

 

 

 

]]>
131780Sun, 09 Oct 2022 08:57:01 +0000
[TWO SLOT OPEN] DOOMIUM II: A Community Project focusing on Short and Frantic Maps (BOOM+UMAPINFO)https://www.doomworld.com/forum/topic/142364-two-slot-open-doomium-ii-a-community-project-focusing-on-short-and-frantic-maps-boomumapinfo/ Untitled110_20231223235027.png.70fac425e8635499a222f04a0641b0ab.png

Hi fai here
Welcome to DOOMIUMII
A Community project where we seek the purest element of DOOM !
If your are new to this project (i.e. didn't participated in DOOMIUM 1's developement), this project aim for a map that are Short, Straight Forward, and with Frantic Action, or what I called last year "explosive gameplay"

in any case, here's the rules: 

 

also btw here's the first Doomium:

Spoiler

 

 

doom-bigfont-rules-and-info.png.75b9f061cb46383cf7941c5dccd5ef60.png

  • All maps submitted must in Boom: Doom2 format
  • Use only OTEX or Vanilla TEX, Preferably OTEX (all bundle together in DMIUM2_RES.wad provided below)
  • Each map's play time, whether a blind playthrough or not, must not exceed 10~15 min of gameplay
  • Your map should be somewhat related to the episodes' theme (see below)
  • Each episodes need a level containing secret exit
  • Each map need to start and end in a teleporter 

j8XRmFG.pngimage.png.617b001544b7620d7baf610f067b51d3.png

(NOTE: THIS TIME YOU CAN USE WHATEVER TEXTURE YOU WANT FOR THE FRAME OF THE TELEPORTER, IT DOES NOT HAS TO BE STEP4 & FLAT20)

  • Each map's difficulty should be in line with your map's position in the episode
  • Overall difficulty should be somewhere between Eviternity & Ancient Alien, not soul crushing, but still challenging
  • Each person can sign up for 2 maps, but you can submit more than that if we have a drop-out and there's no new participants
  • Each episode finale needs to end in death exit 
  • Each level should be pistol startable

 

OTHER THINGS TO POINT OUT:

  • To join this project you need a basic knowledge of Doom Mapping, and the ability to take criticism and accept rejection
  • If you want to quit please do annouce it, and please do not just disappear and shadow out
  • Please do post progress on the thread at least once a month, to let us know you're still with us.
  • Please follow this thread if you're in this project, we have people that just forgot our project's existense last time.
  • Do not make project members' and my life harder. 
  • Please engage conversations in this thread

 

1683773797_doom-bigfont-resources(1).png.62caf8bdbe29f466b1bb044aa6b31e8e.png

  • Resource Bundle for this project, include custom weapon sprite, menu elements, and OTEX 1.1

DOWNLOAD RC1 (MEDIAFIRE) Expect frequent updates

 

doom-bigfont-map-slots.png.5281b61f38b4a624e3cc4ed76f668b69.png

And yes we are using UMAPINFO

 

  • EPISODE I : ASSIDUOUS 

INDUSTRAL, FACTORIES, AND MACHINARIES


MAP01 - @fai1025
MAP02 - @Li'l devil
MAP03 - @EagerBeaver +secret
MAP04 - @Beubeu
MAP05 - @EagerBeaver
SECRET - @knifeworld

 

  • EPISODE II : THALASSOPHOBIA

WATER, AQUEDUCTS, AND BRUTALISM


MAP06 - @MFG38
MAP07 - @Engired
MAP08 - @DankMetal +secret
MAP09 - @russin
MAP10 - @Heretic926
SECRET - @JackDBS

 

  • EPISODE III : SUFFOCATION

UNDERGROUND, CAVES, AND MINES


MAP11 - @SilverMiner
MAP12 - @NiGHTS108 +secret
MAP13 - EMPTY HERE
MAP14 - @knifeworld
MAP15 - @SpaceCat_2001
SECRET - @SpaceCat_2001

 

  • EPISODE IV : GALVANIC

TECHBASES, ELETRICITY, AND LIGHTS


MAP16 - @spineapple tea
MAP17 - @quakis +secret
MAP18 - @Raith138
MAP19 - @DoctorNuriel
MAP20 - @Bochnik Chleba
SECRET - @fai1025

 

  • EPISODE V : TREACHEROUS

MOUNTAIN, NATURE, AND VILLAGE


MAP21 - @Endless
MAP22 - @DJVCardMaster
MAP23 - @Steve D +secret
MAP24 - @OniriA
MAP25 - @Kuro_mahoh
SECRET - @MoiraHeart

 

  • EPISODE VI : PLANING TO CHANGE TO A MORE GENERAL THEME


MAP26 - @Raith138
MAP27 - @dmh094
MAP28 - @JacaCaca +secret
MAP29 - @Pottus
MAP30 - @JackDBS
SECRET - @Super Mighty G

 

CREDIT - @fai1025

 

ALL THE SUBMISSION WILL BE STORED INTO THIS FOLDER:

FOLDER (MEDIAFIRE)

 

DISCORD SERVER (OPTIONAL TO JOIN)

https://discord.gg/P3V4qTA33Q

 

doom-bigfont-apply-note.png.dfe202034496c8a6fbdc41f3d34d92b5.png

  • As I said above, you can apply for 2 maps, it'll be open for more if there's drop-outs
  • Appy Template: @fai1025 E# MAP# (+Secret)
  • Not a hard rule but I recommend you not apply for 2 maps of same episode

 

doom-bigfont-submission-note.png.eda24222c0700154eab57d54648a35e5.png

  • Please do include your maps, the midi, all in a zip file. Do not include the resources bundle in it
  • File name template: DMIUM2_E#_MAP##<_RC#>.WAD (E# = episode number in arabic numerals, MAP## = your map's number, put SECRET if your map is a secret level)
  • Submission template: Name of the map, Midi used and credit, the file link, a describtion or comments on the map (it'll be complied into a txt file), and finally a screenshot

 

doom-bigupper-deadline-29th-of-feb.png.546dde54efe12c51699f616f7cdbaa86.png

(Yes we have 29th this year)

 

 

THANKS FOR THE CONTRIBUTION :)

HAVE FUN MAPPING, MENTION ME IN THE THREAD FOR CLARIFICATION

 

- Fai

]]>
142364Sun, 24 Dec 2023 07:48:04 +0000
MyHouse.wadhttps://www.doomworld.com/forum/topic/134292-myhousewad/ MyHouse

 

Excited to finally release this tribute map. Last August I lost a good childhood friend of mine and took it pretty hard. When I was visiting my hometown for his funeral, I connected with his parents who shared with me some of his old belongings. Among them was a copy of an old map of his backed up on a 3.5” floppy from high school. Thomas and I were into amateur Doom mapping in the early 00s but I had never seen this map of his prior to uncovering it on one of the old floppy discs. As a way of paying tribute to him and all the great memories we had together, I took the plunge and installed Doom Builder in order to polish up his map and add a few modern amenities just for convenience sake.

 

I haven’t touched an editor in over 15 years so it was quite a surprise to find out how easy mapping has become. I may have gotten a little carried away with these new UDMF features and, as such, the map is designed for GZDoom. From the text file:

 

  • Doom 2 - GZDoom, hardware renderer
  • 1 map: Not much of a challenge and roughly 10 minutes of play time. All difficulty settings implemented.
  • Jumping & crouching disabled, freelook is fine
  • Lots of Doomcute!

 

Making maps of your house was all the rage back-in-the-day, but I feel like this is a pretty adorable and detailed tribute to my friend and a great way to share something of him with a community we loved. Miss you, Tom.

 

Download myhouse.wad

 

Screenshots:

Spoiler

screenshot04.png.b744fed9730d0507c3f0de0b024dcf64.pngscreenshot03.png.1cd5214a3852417eab6e1f602ff9b3f6.pngscreenshot02.png.f70ae89fe994b7ecf6abea68c9fa66d6.pngscreenshot01.png.c6fa1b3bfa6d48426731aa692599ee7e.png

 

]]>
134292Fri, 03 Mar 2023 04:01:54 +0000
[W.I.P MAP RELEASE 2] Looking for feedback on the updated version of my W.I.P map Toxic Strongholdhttps://www.doomworld.com/forum/topic/142898-wip-map-release-2-looking-for-feedback-on-the-updated-version-of-my-wip-map-toxic-stronghold/ Hey everyone! Today, I'm gonna be releasing work in progress version 2, of my upcoming map, Toxic Stronghold. I have looked at your guy's feedback, and I have made a few changes, and added a few more stuff to the map! I am also still looking for some feedback for this version so that I can make the final version as good as possible! Please also remember that this is NOT the final release, and everything is subject to change.

 

-- Instructions for running the map --

Run the map with GZDoom

The map uses the format GZDoom: Doom 2 UDMF

Run the map without jumping or crouching

The map uses the Doom 2 IWad

 

-- Download --

Download Updated Version! [Wad File] (This is the new version)

Download Original Version! [Wad File] (This is the old version)

 

-- Screenshots --

image.png.62a8346036d044457055319dafbcf4bc.png

image.png.248285bbc7709ed58200b061dd71eb45.png

image.png.093db5bba7b64e54816953873ac2a7ac.png

image.png.fdca1644a27b38ec98618d73822d44d5.png

image.png.b2c0d73922df72e452e5a9d0686a4e88.png

image.png.53f56888e5eb200b9c329baee321f7fd.png

:O

]]>
142898Sat, 20 Jan 2024 01:50:53 +0000
[NEW GRUNGO WAD OUT NOW!!!] Entryway, but it is Nukedhttps://www.doomworld.com/forum/topic/142848-new-grungo-wad-out-now-entryway-but-it-is-nuked/ Here is a Grungo wad, it is Entryway But Nuked

 

Me figure it take place in alternate universe where USA's solution to the demons were just nuking themselves, Doom Spent year in bunker and gets word that the demons are still there and must kill them all

 

in the map, some stuff doesn't work and is in ruins

 

Tell me your thoughts, and do you think this make good community project idea?

 

Download

 

Screenshots: 

 

Spoiler

Screenshot_Doom_20240117_215128.png.58658da04de5e656c6099a8d7eb8280f.pngScreenshot_Doom_20240117_215135.png.49beaaade1459ad48ea1cdc465541890.png

 

]]>
142848Thu, 18 Jan 2024 03:26:34 +0000
[NEW - v1.2] Austrian Avian Association (AAA) - Eight Levels of 1800s Funhttps://www.doomworld.com/forum/topic/135951-new-v12-austrian-avian-association-aaa-eight-levels-of-1800s-fun/ 00945b0fb996e176d300043a2e944f9b1d51585d

 

Hey, all. I've been working on this wintery, episode-length total conversion for Doom II since early November, and it's finally complete after several delays! In it, you play as Katarina Berger, a Schnabelperchten doctor who has to save her home (and, potentially, the world) from a sudden invasion of monsters caused by humans fucking around and finding out.

 

I've never been that good at selling products and making opening threads, so I hope the following descriptions and screenshots convince you to give Austrian Avian Association a whirl!

 

Download (v1.2)

 

Story:

Spoiler

December 11th, 1898.


Something nasty is going down in Austria-Hungary... and no, it doesn't involve Franz Ferdinand in any way.

 

In the western part of the country, tucked away in the middle of the Alps, are a group of bundled-up birds known as the Schnabelperchten. They estivate throughout the warmer months in their village of Perchtam der Rauris, only waking once fall breaks back to winter. At January's start, the Perchts visit the local townsfolk and either give them gifts if they've been hardworking and kept things clean, or disembowel and stuff them with straw if they've slacked off big time.

 

It's a tough, yet fair system that's been a unbreakable tradition for hundreds of years... until now.

 

You are Maria Katarina "Trina" Berger, the 56-year-old doctor and herbalist of the Perchts. Making sure that your fellow fowls are healthy and stable before and shortly during their estivation, you always end up being the last to nestle up and start slumbering. But you are also the last to awaken, and it might have saved your bacon.

 

After coming out of your estivation, you get dressed, grab your tools, and head out to take count of your fellow flock. However, as you descend down the slopes, you notice signs of a struggle and subsequent battle in the local area. The sight of ransacked houses and dead beings confirm your worst fears - something attacked your village while you were still sleeping! While assessing the damage, you find Auguste - a Percht guard - slumped on a bedroom wall with multiple injuries.

 

She is fortunately still alive, and quite shocked that you're here. You treat the wounds and, while doing so, learn what happened while you were slumbering. Everything was going well until the 28th of November, when a strange beam of "dark light" shout out from the peak of Grossglockner (the area's second-tallest mountain). Soon after this incident, a legion of creatures - "bone hounds", tatzelwurms, and harpies - descended from the mountain. They proceeded to capture the local humans and kobolds, turning them into their expendable grunts.

 

When word got out, the Percht matriarch felt a sense of overwhelming danger and quickly organized a mass evacuation of the local area. A gang of guards were sent to assist and protect, though most of them would go missing one way or another. The Perchts themselves had mostly fled when their village was attacked, so casualties on their end was thankfully low. And, in the midst of all this chaos, a rumor spread that you had died in your sleep. That's why nobody woke you up!

 

Angered, you tell Auguste that you'll personally deal with the bastards who threw this land into chaos, and walk away. She worriedly advises against it - that you should join the military gathering up troops in the east! But you've already made up your mind. At home, you grab a map of the local area, your trusty basket, some rations, and a handful of throwing axes.

 

It's time for some aggressive alpinism.

 

Features:

 

  • It's a total conversion for Doom II featuring custom everything! (As much as Boom's engine would allow, anyways)
  • Eight medium-difficulty levels (plus a credits map) featuring locations such as a crazy circus, underground caverns, a fishing village, a huge castle, and more!
  • A brand-new enemy roster consisting of screeching harpies, living suits of armor, killer kobolds, and more!
  • You can ingest terrifying amounts of wine, laudanum, and medical cocaine!
  • A high-quality .OGG soundtrack from a high-quality game - Zelda's Adventure! (An optional file with MIDI music replacements is included.)
  • Powerful new weapons, ranging from giant rusty scissors to a staggering elephant gun to a fast-firing flamethrower!
  • You can play fun carnival games in the second level!

 

Screenshots:

2073b2628a4824edb3d9eb2ea5dc798be4274d70.png

 

MAP02: Siedlwinkl Circus

 

29a23721ef2bb88539fbd1534c478034844008c7.png

 

MAP03: Cavern Bypass

 

4d73d17179d3eecb4d1600939058adff29912c77.png

 

MAP05: The Wharf

 

76c59691cd2b94070593afd1c56ac18d6c69d734.png

 

MAP06: Grossglockner Castle

 

Notes and Credits:

  • This total conversion uses the OTEX texture pack, as well as ColdPal by ReaperAA and the Zelda's Adventure soundtrack for its .OGG music.
    • A full list of credits (and lore) can be found in the readme file.
  • AAA was designed for Boom and source ports that support its features, like PRBoom+ and DSDA-Doom. However, due to a engine-level issue with the CheckReload  action and the super shotgun replacement, I recommend playing it (and doing demos) with the "Latest PrBoom" setting.
    • For those who use (G)ZDoom, don't fret; AAA has special support for that port (at the cost of some leftover D2 visual effects and a couple of gameplay differences).
  • Oh, and to reiterate: this WAD is for Doom II only. Ultimate Doom won't work with it!
  • The WAD's levels have co-op starts, but no deathmatch support. (They're way too big to make deathmatch fun, anyway.)
  • If you find any bugs, let me know. There shouldn't be much, but still...
]]>
135951Mon, 22 May 2023 02:30:30 +0000
Doomworld Maximum Project 2023 - Compiling...https://www.doomworld.com/forum/topic/133250-doomworld-maximum-project-2023-compiling/ WELCOME TO THE DOOMWORLD MAXIMUM PROJECT 2023!

 

Description

 

This is a project where anyone can submit a map regardless of their level of Doom mapping skill: you have the entire year to submit your own little pile of linedefs and eventually it'll be showcased alongside all the other submissions in a spiffy little compilation. Whether it's something made specifically for the project or just an old map you have lying around, all maps are welcome in the Doomworld Maximum Project.

 

Rules

 

  • One map submission per person.
  • Map must be playable in singleplayer and be for the Doom 2 IWAD.
  • You can map for any format or compatibility mode. When submitting your map, please specify what format the map is for.
    • A side note for anyone mapping for Eternity: the presence of PNGs in the compilation has the unfortunate side effect of making Eternity take a very long time to load it up. Just something to bear in mind. 👍
    • If you're mapping for ZDoom or GZDoom, please do not submit in pk3 format.
  • PLEASE test your maps in the format you made them for: check for things like doors and lifts not having the appropriate tags, as some source ports like ZDoom fix those ingame and can fool you into thinking that they work fine when they don't.
  • No DeHackEd content, but other custom content is allowed: this includes textures, music, DECORATE, whatever you can think of as long as it doesn't replace other Doom 2 resources and isn't too ungainly.
  • Credit your content sources!
  • If you're using custom textures, make sure that they're all named with a 3-letter prefix of your username: something like OBS*****, for example.
  • Resources (not including the map) must not exceed 2mb. If you're using an external texture pack and you're not all that versed in wad compiling, I'm fine with you sending me a message for help with it.
  • No reserving MAP07 or MAP30 slots.
  • No using the secret exit actions.
  • All submissions are welcome: small maps, big maps, slaughter maps, joke maps, anything that isn't purposefully abusive is allowed and encouraged. Go nuts!
  • The deadline is midnight on the 1st of January, 2024 in Yankee Time: here's a countdown if you'd like to keep track. The deadline has come and gone! Watch this space for the first public compilation beta. 👍
  • And most importantly, have fun!

 

Your time starts now!

]]>
133250Sat, 31 Dec 2022 22:26:23 +0000
The Astral Adventure a 2 maps for GZDoomhttps://www.doomworld.com/forum/topic/142868-the-astral-adventure-a-2-maps-for-gzdoom/ Hello everyone


I am happy to tell you that I have finished my wad it is called "The Astral Adventure". This is a 2 levels wad for Doom 2 with Tango's Supercharge mod by @Tango It brings some new music and monsters. The wad works under GZDoom and VKDoom

For the download
https://www.mediafire.com/file/wckaa9wxzdm7o5h/The_Astral_Adventure_v1.zip/file

 

Here are some screenshot of the wad (I'm not a pro though)

Update: Thanks @shroomzy5000 and other for the help

 

Screenshot_Doom_20240119_020020.png

Screenshot_Doom_20240119_020027.png

Screenshot_Doom_20240119_020042.png

Screenshot_Doom_20240119_020157.png

Screenshot_Doom_20240119_021213.png

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142868Fri, 19 Jan 2024 01:49:23 +0000
Testers needed for my maphttps://www.doomworld.com/forum/topic/142843-testers-needed-for-my-map/ I have been wanting to release one of my doom maps that took about 1 week to make.

It is and urban styled doom map taking place in a sky setting.

It is designed for the plutonia experiment and uses boom.

The gameplay is about 2 minutes. It has support for easy, hmp, and ultra-violence.

It has co-op support but no deathmatch.

 

The map is not finished and I hopefully will add 2 more maps. So be aware that it is

still a work in progress

Please send me feedback on the map if you decide to test it.

 

here is the wad:

urbanhell.zip

 

Here are a few screenshots for anyone interested:

773736682_Screenshot2024-01-17at1_07_57PM.png.2a0f0bc528201febb8589b57ed9d0fae.png1131804256_Screenshot2024-01-17at1_07_23PM.png.108b9a70bef57d3c88129d8d480d6fc5.png437257996_Screenshot2024-01-17at1_09_03PM.png.c3bced225eb2b396e35bcdd381d0547a.png

 

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142843Wed, 17 Jan 2024 21:13:11 +0000
UAC BLACKSITE SUPERCHARGED - 1st map re-released with MODS!https://www.doomworld.com/forum/topic/142896-uac-blacksite-supercharged-1st-map-re-released-with-mods/ Hello Doomworld!

 

Just over a months ago I dropped my first map UAC Blacksite.  I received amazing feedback from you all on the map.  Overall, the project felt like a success, and it was time to move on to the next one.  During my learning curve for my next map I learned how to do alot more with modded content.  Custom texture packs, gameplay modifers, pk3 formats, etc.

 

With that being said, I'm excited to present my re-released UAC BLACKSITE.pk3 as proof of concept and functionality for some of these more tech heavy aspects of map creation.  A few of the people who played the first release ran gameplay modifiers, something I found to be very interesting.  When testing a map by @slayer's, I was introduced to the SuperCharge_v3.0 gameplay mod by @Tango and was blown away.  I saw this as a perfect opportunity to learn how to actually mod doom, rather than just building stuff with Doom2 assets.

 

Here is what UAC BLACKSITE SUPERCHARGED features over the original release:

-Integrated SuperCharge_v3.0 by @Tango

-Custom liquid textures from the Doom Project Remap found here: Doom Project Remap

-.pk3 file structure

-2 new secrets

-modified the lighting in a few areas to create a better atmosphere

 

Patch Notes / Improvements:

-Door into parking garage no longer checks for BFG in inventory, therefore should work with any and all gameplay modifiers

-Gold Skull fight room spawns modified for better/ less repetitive encounter - no more dealing with 20 little spiders in a row

-Gold Skull fight room can now be re-entered after completion, to allow the player to come back to refill ammo and such

-items modified to only count mega spheres - allowing for 100/100/100% completion.

-Balancing changes

-Volume on the .wav version of the song was slightly increased, but cant bring it up any higher without clipping :(

 

I welcome you to try out the map here:

Shroomzy's Google Drive

 

The drive has remained the same since the original release, and the original WAD can still be found for anyone looking to try the original experience.

If you are looking for the SUPERCHARGED version, make sure to grab the "UAC BLACKSITE SC.pk3"

 

Thank you again to everyone who previously played and left feedback!  Hope you enjoy the new version :)

 

More Screenies

Screenshot_Doom_20240119_154318.jpg.eaf8581feae72c1f228c100e737106e3.jpgScreenshot_Doom_20240119_154229.jpg.9b265947d9aee1d6ab429576dbb8d4fa.jpgScreenshot_Doom_20240119_154000.jpg.12882169d04f3a7820cc8fcda47bbed0.jpgScreenshot_Doom_20240119_153936.jpg.f36b31fa4c7c4f36727542a834ce6c34.jpgScreenshot_Doom_20240119_154024.jpg.6592b6fdd09593d3c56491e552488c5a.jpgScreenshot_Doom_20240119_154107.jpg.b1dea498c309122a68093c99fb527e02.jpgScreenshot_Doom_20240119_154213.jpg.cddfc3dc3b43175a564282d2c0f78151.jpgScreenshot_Doom_20240119_160442.jpg.f3558697ca35b91bc703a0d308703771.jpgScreenshot_Doom_20240119_154331.jpg.1d1e98e9ef2c802a861a2b816322688b.jpgScreenshot_Doom_20240119_154400.jpg.3731cec2203848768a7dfffd0404618c.jpgScreenshot_Doom_20240119_154246.jpg.33ae84513a956a33934ad3f6d832d8a4.jpgScreenshot_Doom_20240119_163143.jpg.31048441639087fd31b80cc0a2f8ec33.jpg

(look at that 100% is actually possible now - par time is based off a speedrun on baby difficulty lol)

 

Enjoy!

]]>
142896Sat, 20 Jan 2024 00:01:45 +0000
[Deathmatch Megawad] FRONGO : The Realms of Deathmatch (Boom)https://www.doomworld.com/forum/topic/142745-deathmatch-megawad-frongo-the-realms-of-deathmatch-boom/ frong2.png.760b0d4358956dd8dd3201b8619c74e5.png

frong1.png.533c6eb29d2488016360a507edb4baf3.png

 

Welcome one and all to this here Deathmatch megawad!

 

FRONGO : The Realms of Deathmatch is a 32-map Deathmatch megawad created through the collaborative effort of two best friends, MannerKing and Burktross. This wad was started in 2020 and was worked on off-and-on since then. We got the idea to create FRONGO when we and another friend of ours were playing the DWANGO wads for the first time. We thought those wads were such a blast that we should make our own megawad inspired by the DWANGO wads. The name FRONGO comes from the name of our clan combined with the -ngo part of DWANGO.

 

32 Maps of Deathmatch goodness await you and your friends, I hope you all enjoy this wad!

 

==============================

DETAILS:

 

! I WILL EVENTUALLY UPLOAD FRONGO TO IDGAMES AND OTHER SITES BUT I WANT TO MAKE SURE THE WAD IS IN ITS FINAL FORM BEFORE I DO SO. !

 

FRONGO was created in the Boom: Doom2(Doom format) using Ultimate Doom Builder.

 

There are 32 maps in total starting with MAP01 and ending with MAP32. All the maps with the exception of MAP31 are original levels. MAP31 is an edited version of DWANGO5.wad's bestdml1 #14 map. If I recall, all we really did was add some health pickups and shotguns.

 

Custom content such as music and textures have been credited to the best of our ability in the credits.txt file. I managed to credit most of the music but there are some songs that we just simply forgot the names of. If anyone can remember a song that I did not credit then be sure to tell me so I can add it to the credits.txt file.

 

In terms of specific settings or rules, I tested FRONGO with Odamex, ZDaemon, and Zandronum with no issue. The only thing I would say is that jumping and crouching should not be allowed as the maps were not made with those features in mind.

 

==============================

 

Screenshots:

Spoiler

MAP01: Cold Dairy created by MannerKing

MAP01.jpg.76015bc320642653e387e1f46d690ad0.jpg

 

 

MAP05: Shatterhouse created by Burktross

MAP05.jpg.1053e85700b2b808e604d559202a2273.jpg

 

 

MAP14: Cybernetic Rivalry created by MannerKing

MAP14.jpg.9dd2d0791acc73fd07790380bdc573c7.jpg

 

 

MAP15 : Rush Hour created by Burktross

MAP15.jpg.540ab327d51ac43776a080f75439d043.jpg

 

 

MAP20: Cloud Conflict created by MannerKing

MAP20.jpg.3510f4c6d954acd8310f64e1e3bdcdfa.jpg

 

 

MAP27: Nadir created by Burktross

MAP27.jpg.2dc4e7d570d183c4406f261a7fef2e98.jpg

 

 

DOWNLOAD LINK(S):

 

        DOOMWORLD: frongo.zip

        IDGAMES: TBA

        DOOM.DOGSOFT.NET: TBA

        DOOMSHACK: TBA

 

UPDATE NOTES:

Spoiler

FRONGO (Version 2.2) Changelog:

- Credits.txt now has each map and its creator listed.

- Credits.txt had a couple of music credits added to it, specifically maps 17 and 27.

- Node Building Issues Addressed.

- General texturing work has been done across a few maps.

- A few Burktross maps have been rebalanced.

 

FRONGO (Version 2.2) is currently on the incoming list on the idgames archive. I'm just waiting for the verification email and then hopefully it will get approved. If it does not get approved I will still upload it to dogsoft and doomshack.

 

I hope you all enjoy the wad, and be sure to leave feedback below!

]]>
142745Fri, 12 Jan 2024 16:17:27 +0000
Can you beat this wad?https://www.doomworld.com/forum/topic/142879-can-you-beat-this-wad/ This is simple but hard 1 level to beat to end, but if you are very good DooM player, you can do it till end!!
Good luck and great fun!

(You need GZDoom and DooM2.wad)

https://www.dropbox.com/scl/fi/6jlwey2b2cdw7ytllrte7/Lun-s-Hell.wad?rlkey=v1zjii74iokkbk11b75kaf42v&amp;fbclid=IwAR0j08sjfayZ-9si1dCN5fzVuRTXKd_ik2bz7e03ycfbO7e4b5Fvq3J59VA&amp;dl=0

]]>
142879Fri, 19 Jan 2024 13:10:31 +0000
[Amalgoom Episode 1 - The Red Valley of Death is finally here!]https://www.doomworld.com/forum/topic/141857-amalgoom-episode-1-the-red-valley-of-death-is-finally-here/ Pnxbg7m.png

 

 

[[[DOWNLOAD EPISODE 1 HERE!]]]

 

Original Idea
Amalgoom is a project that combines Doom and Doom 2. The idea is to mix maps from both games according to the predefined maplist. The project was started by Johnny Cruelty and passed onto me due to personal problems with handling the project and real life issues. The name was inspired by Amalgam Comics, when both DC and Marvel came together to make a universe of DC and marvel characters combined.

 

Description
Amalgoom is a 32-level megawad project which aims to combine Doom and Doom2 maps into one. Each map also has its own remixed song based on the original MIDIs of each map. The maps are Limit removing/Boom format.

 

Staff

Here are the people responsible for the project and their respective roles. If you need anything, you can reach out to these people.

 

@DoomGappy: Playtesting, mapping feedback, build compiling, intermission texts, Doomworld announcements.

@The Royal We: Co-lead, playtaster, organizer, titlepic artist for PrBoom based source ports.

@Cutman: Tracking song and map submissions, playtesting, creating the readme files with credits, creating map name graphics.

@DankMetal: OST manager and playtesting, major composer.

@SpaceCat_2001: Playtester, skyboxes.

@tamara mochaccina: Build compiling, intermission texts, level graphics, major composer.

@Astro X: Playtester.
@HEXWALKER: Playester and CREDIT image.

Johnny Cruelty: Initial concept.

 

Guidelines

Amalgoom started in a very vague manner, and with very nebulous terms and goals. The guideline was just to mix both maps assigned per slot and then have them work together in some way or another. Thanks to the amazing skill of the mappers involved, we’ve received awesome maps that reached that goal, even with those not so well defined rules. Now that the project has changed hands, we’ve defined some guidelines to make things easier to understand. We will reach mappers who have contributed to the project before, but our focus now is on the shareware version (maps 01 to 10).


- Mix the maps specified in your map slot.

- Maps should be designed with all three difficulties balanced and co-op in mind, but not necessarily deathmatch.

Study the original maps, and the original mappers’ styles. If the maps were made by different mappers, try to unite their aesthetics and quirks.

- You are only allowed to use weapons and items that appear in at least one of the maps. For example, If there is a BFG in one map but not in the other, you can still use it, but If none of the maps have a BFG, you can't include it in your map.

- The same applies for enemy placement, but not to their numbers. For example, if there is one revenant in one of the original maps, you can place as many revenants you want in it. Still, try to use your judgment to do it well and don't go overboard with the enemy placements. This is not a slaughter map megawad.

- These rules don’t apply to textures, but try to keep your map aesthetically similar to both maps that inspired it. Waterfall textures are allowed and are in the texture pack because they were cut from the final version of the game. Don’t use the Icon of Sin textures outside of its level.

- It is recommended that maps can be completed in 10 minutes while playing casually. Maps shouldn’t be longer than 30 minutes to play. Remember, this megawad is meant for continuous play and is based in Doom and Doom 2.

- Try not to just copy and paste areas, but remix, resize, redo and rebrand our classic and beloved places from Doom and Doom 2.

- Explore the feeling of familiarity in players. We’re paying homage to the levels we’ve played for the last 30 years. Make the player think “I’ve been here before…”, but still mix things up a bit.

- If an area in the original maps was bad or not very well developed, you can change it. You don’t need to repeat the mistakes of the past, but you can play with them.

- Just like John Romero in Sigil, there is no need to limit yourself to the blocky aesthetic of the original maps. But again, study the maps and the people who made them. Let their peculiarities shine but add your touch to it too.

- If anyone wants to suggest new rules, send @DoomGappy or @The Royal We a Direct Message.

- And most important of all, have fun.

 

Social Guidelines

- Respect everyone in the thread as a person and as a mapper. Be kind.

- Test other people’s maps and give constructive feedback. We need as much information from as many people as possible to have a good mappack. Opinions from people who are part of the project or outside players are very welcome. Show it to your brother, your girlfriend or your boss!

- Don’t just criticize a map without giving useful suggestions. It’s important to help mappers understand the problems in their maps and how to fix them.

- Don’t spam with short comments, try to make your posts more well developed and meaningful.


We are on the process of reviewing the maps, and we’ll talk to the mappers whose maps don’t attend these guidelines, though there seem to be very few of those. This curating process is being made by a team of mappers based on these guidelines. We also have a discord server where we discuss the maps and give quicker feedback, but we prefer to keep it closed for now. If you are interested in joining us, send @DoomGappy@The Royal We or @Cutman a Direct Message. Cheers!

 

Google drive folder

Our project is hosted in a Google Drive folder.  You can find the files and upload or update your maps here

 

Texture Pack
Our texture pack is simply adding the Ultimate Doom textures to Doom 2, plus the cut water textures. You can find the texture pack here. Thanks to @SpaceCat_2001 for the help.

 

OST

Amalgoom's OST is a mix of the original maps' songs. For example, E1M3 uses the track Dark Halls, and Map03 uses Countdown to death. Together, they become the song Darkest Hour. If you are interested, pleas contact @Cutman or @DankMetal to learn more about the OST. 

 

Discord server (WIP)

Our discord server is purely for mappers who feel comfortable developing there and for faster communication. Participation is not mandatory. If you want to participate, you can find it here:

 

Deadline

The deadline for map submission is February 17th.

 

Mapslots

Spoiler

Completed maps already submitted and playtested (22). If your name is here, you probably got a video of me playing your map pointing out things like texture choice or alignment in your DMs. Report if needed.
Map01 (e1m1 and map01) - @SpaceCat_2001 and @DankMetal
Map02 (e1m2 and map02) - @The Royal We
Map03 (e1m3 and map03) - @SpaceCat_2001
Map04 (e1m4 and map04) - @EagerBeaver
Map05 (e1m5 and map05) - @The Royal We and @tamara mochaccina
Map06 (e1m6 and map06) - @SpaceCat_2001
Map07 (e1m7 and map07) - @Kasgen
Map08 (e1m8 and map08) - @DankMetal and @Cutman
Map09 (e1m9 and map09) - @Rorix
Map10 (e1m10 (sewers) and map10) - @SpaceCat_2001
Map11 (e2m1 and Map11) - @DoomGappy and @The Royal We 
Map13 (e2m3 and Map13)- @DankMetal
Map16 (e2m6 and map16) - @GermanPeter
Map17 (e2m7 and map17) - @Max-ko-khan
Map18 (e2m8 and map18) - @DankMetal

Map19 (e2m9 and Map19) - @Kasgen
Map20 (e4m9 and map20) - @Cutman
Map23 (e3m3 and map23) - @DynamiteKaitorn
Map24 (e3m4 and map24) - @PinkKittyRose
Map26 (e3m6 and map26) - @Mystic 256
Map30 (e3m8 and map30) - @Walter confetti
Map31 (Map32 with Plutonia Map31) - @ViolentBeetle

Completed maps not yet playtested (0). If you map is here, it will be playtested soon.

Completed maps not submitted to drive folder yet (0). If your name is here and you can't access google drive for some reason, send the map in my DMs and I'll upload it there.

Maps with status pending (0). Maps that mappers still haven't reported on.

 

Work in progress maps (12). If your name is here, please report the status of your map quoting this post. I'll add three categories next to the level according to the response I get, "Starts mapping soon", "In progress" and "Finishing touches".
Map12 (e2m2 and map12) - @Track Federal
Map14 (e2m4 and map14) - @HEXWALKER
Map15 (e2m5 and map15) - @EagerBeaver
Map21 (e3m1 and Map21) - @mr-around
Map22 (e3m2 and map22) - @Logamuffin
Map25 (e3m5 and map25) - @Heretic
Map27 (e3m7 and map27) - @mr-around
Map28 (e3m9 and map28) - @SpaceCat_2001 and @DankMetal - Start mapping soon
Map29 (e4m2 and map29) - @HEXWALKER
Map32 (Map31 with Plutonia Map32) - @PinkKittyRose Super secret maps (need to organize)
Map33 - @Individualised - In progress
Map34 - @Individualised - Starting soon

Warp only maps (2). Bonus maps accessible only through IDCLEV console command.
Map71 - Johnny cruelty's e1m1
Map72 - Johnny cruelty's e1m2

 

Screenshots of maps (WIP)

Spoiler

 

 

WXVRYh3.png

 

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EzllDXQ.png

 

f6Qi0O1.png

 

W9CPsgL.png

 

oNeqX7D.png

 

jTPBdtI.png

 

gipMEOJ.png

 

iWVmgIg.png

 

ABgxlgw.png

 

rhgESFy.png

 

hIgs043.png

 

SuOq7Al.png

 

RyzM7KE.png

 

NhCfOcg.png

 

6haIm5r.png

 

 

 

[OPEN LETTER TO DOOMWORLD]

Spoiler

As the public may have already noticed, the Amalgoom project has undergone significant changes in recent days. 

 

Amalgoom began as a project conceived by DoomWorld member @Johnny Cruelty, on October 2nd, 2023, with the excellent proposal of making a megawad that united maps from Doom 1 and Doom 2. This desire was eventually embraced by a team of users, and Amalgoom went from being a project headed by one person to a team effort - A Community Project. Since then we've not only received excellent maps from amazing people, but also great ideas and an excellent soundtrack composed by members who have embarked on the project, like @DankMetal and @tamara mochaccina. Some others also have offered a helping hand, like @Cutman, @SpaceCat_2001, @The Royal We, and @Astro X. These members have been helping us organize, catalog and properly credit mappers, musicians, artists and their creations. 

 

This change of direction, however, even though it was intended to help Johnny himself - whose experience with megawads is still minimal - ended up displeasing him. As he became increasingly annoyed and closed to changes in the project (whether changes to his own maps or those of others, or other details of the project itself). The atmosphere, which was supposed to be one of exchanging experiences and learning, gradually deteriorated as Johnny Cruelty gratuitously disrespected even the members of his own team. With no one left to defend him, Johnny passed the baton to me, DoomGappy. I am now organizing the project, not alone, but with a united team, willing to correct the mistakes of the past (even those that were not caused by us).

 

That being said, we would like to state that Johnny's attitudes are not in line with Amalgoom's guidelines, and any disrespectfu or childish comments will no longer be tolerated from now on. Here are some of the DoomWorld members that deserve a public apology: 

 

@Clippy

@Dubbag

@The Royal We

@Ludi

@GermanPeter

And any other members who were disrespected by childish and rude attitudes. We know the list is long. 


This is not a message that I would like to be writing, but it is very important. I hope we can turn the page and soon launch this megawad, which is already proving to be full of great work and contributions from various members of the community.

 

]]>
141857Sun, 03 Dec 2023 20:19:48 +0000
[Boom][Doom 2] Altitude Adjustmenthttps://www.doomworld.com/forum/topic/141868-boomdoom-2-altitude-adjustment/ Huzzah! A release before the end of the year!

 

A while back, @Lord_Z and I had been throwing a few ideas around for something small we could release before the year was over and this is the result (although it actually turned out to be fairly sizable, haha). This map is intended for Boom compatible, UMAPINFO enabled ports. We used GZDoom, PrBoom+, Woof!, and DSDA Doom for our own testing.

 

Please do let us know if there are any issues that need addressing. Don't forget to save often! As always, feedback is greatly appreciated. :)

 

Screenshots

Spoiler

1.png.a4d4e0488450a0afc64f84aaee101d48.png

2.png.25e8e6f02a78356fc33305d611599356.png

3.png.d3eee1dda506e0eb97ee43623e60d7b0.png

 

Download
Note that this wad was made with UMAPINFO in mind, so we recommend playing in a port that supports the format.

 

Altitude Adjustment

 

Enjoy!

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141868Mon, 04 Dec 2023 03:05:17 +0000