458 files
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Urban Brawl: Action DooM 2 Bonus Content
By Guest
Urban Brawl was originally released as a free, standalone project but people could purchase an optional physcal DVD package which contained an added bonus wad with a half dozen fun or challenge maps.
59 downloads
Updated
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Urban Brawl: Action DooM 2
By Guest
Urban Brawl is the prequel to Scuba Steve's: Action Doom, telling your character's history before those events. Urban Brawl embodies a comic book look and feel with cell shaded graphics and story sequences. All of this is fused with a gameplay that is reminicent of an old beat-em up game.
236 downloads
Updated
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The Biovite Project v5.0
By Guest
The Biovite Project is a partial conversion. It contains five maps, plus new graphics, new sounds, new music and new monsters. It's Single Player only. This wad needs a current version of ZDoom (2.1.x). It is meant to be played with jumping disabled.
If you got stuck somewhere or need help or further information, have a look at http://www.milianmusik.de/doom
You'll notice, that the maps are becoming better in quality from map to map. This is because Biovite is a longterm project and my mapping skills are still growing. There's a difference of 3 1/2 years between starting of map 01 and finishing of map 05.
I'm highly interested in your demos. Feel free to send them to the abovementioned adress. Thanks!
73 downloads
Updated
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Submitted
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Under a Freezing Sea
By Guest
Originally meant for "The Joy of Mapping 5", this Bioshock inspired map takes you to an underwater base infested with hellspawn. Lots of swimming and custom enemies await!
28 downloads
Submitted
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Abyssal Speedmapping Sessions: Session 39
By Guest
Twelve maps maps made during the thirty-ninth Abyssal Speedmapping Session in the space of 2 hours, with 15 minutes for music and texture selection and 15 minutes for bugfixing. Each mapper had the mandatory theme of stark lighting (minimum difference of 64), chosen at random from a list of ten.
12 downloads
Submitted
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Abyssal Speedmapping Sessions: Session 38
By Guest
Twenty-one maps made during the thirty-eighth Abyssal Speedmapping Session in the space of 2 hours, with 15 minutes for music and texture selection and 15 minutes for bugfixing. Held in two sessions twelve hours apart, each mapper had the one mandatory theme of building their map around a particular powerup (not counting the Soulsphere and Megasphere), chosen at random from a list of ten. The second session had also had the limitation of using only Doom II monsters as a second theme, also taken at random from the list.
26 downloads
Submitted
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Submitted
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Abyssal Speedmapping Sessions: Session 37
By Guest
Sixteen maps made during the thirty-seventh Abyssal Speedmapping Session in the space of 2 hours, with 15 minutes for music and texture selection and 15 minutes for bugfixing. Held in two sessions twelve hours apart, each mapper had the one mandatory theme of using no more than twenty monsters, chosen at random from a list of ten. The second session had also had crushing floors as a second theme, also taken at random from the list.
31 downloads
Submitted
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2012 Collection
By Guest
I started mapping back in 2012, and during that early period of excitedly screwing around with DB2 I made a half dozen maps for a couple different projects that all amounted to nothing. They were sitting in a random folder gathering dust until I found them and thought they were charming enough to warrant sharing. The first two maps were made when I had no idea whatsoever how map formats or engine specifications worked, so I just made them in UDMF becuse that's what I was told to do. Then I found vanilla/limit removing, and things get a lot more straightforward from there.
40 downloads
Submitted
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Aftershock
By Guest
The Story:
June 8, 2129: You've been sent on a classifed mission to investigate an "issue" at one of the UAC facilities. You assume it's going to be business as usual...
33 downloads
Submitted
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Abyssal Speedmapping Sessions: Session 36
By Guest
Fourteen maps made during the thirty-fifth Abyssal Speedmapping Session in the space of 2 hours, with 15 minutes for music and texture selection and 15 minutes for bugfixing. Held in two sessions twelve hours apart, each mapper had three themes to choose from:
- Silent teleporters - 1 tag only - Crushing a voodoo doll
Plus an extra one for those attending the second session: - Monster closets
They also had a mandatory texture pack consisting of every texture from Doom II turned upside down. It was Jimmy's idea, I promise!
23 downloads
Submitted
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Black Room
By Guest
This is a Boom compatible (cl9) level for Doom 2. The setting for this map consist in some UAC bases placed in a mountain area. This map is designed to be challenging on UV.
123 downloads
Submitted
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Demons, say your birthday !
By Guest
I did this map for the good friend for his birthday few months ago. I decided to add this in archives, so it won't get lost forever on my hard disk. Main map is very short, few rooms with some action in them and of course, with some big cake. Jumping is allowed.
33 downloads
Submitted
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Crimson Wood
By Guest
Medium/large non-linear map, quite hard (not too much for veterans), designed in 2 months + various days/weeks of post release tweaking
77 downloads
Submitted
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Carrot Cake Massacre
By Guest
Carrot Cake Massacre is a sequel to Oreo Cake Massacre that is based off of Ice Rage. The level consists of brown, white, and orange, resembling a carrot cake (as you see in the title and intermission images). This file contains textures from sf2012-tex, cc4-tex, GOTHICTX, NB_RECOL, and q1tex. Expect this level to take several hours to finish.
34 downloads
Submitted
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CEv7
By Guest
Small map I made towards the beginning of 2016 in between THT maps. Makes heavy use of floor scrollers and other Boom effects to create dynamic traps that change a bit based on the player's actions.
54 downloads
Submitted
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Abyssal Speedmapping Sessions: Session 35
By Guest
Eighteen maps made during the thirty-fifth Abyssal Speedmapping Session in the space of 2 hours, with 15 minutes for music and texture selection and 15 minutes for bugfixing. Held in two sessions twelve hours apart, each mapper had three themes to choose from:
- Using the Saint Patrick's day texture pack - Mandatory Partial Invisibility - Low friction (slippery) floors
Plus an extra one for those attending the second session: - Moving liquid sectors
41 downloads
Submitted
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Behemoth
By Guest
A moderately large map featuring a hellish fortification with progressively more difficult fights, especially in the secret areas.
This map is old now (built mostly in 2016) but i decided to put it on idgames anyway.
337 downloads
Submitted
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Abyssal Speedmapping Sessions: Session 34
By Guest
Twenty-three maps made during the thirty-fourth Abyssal Speedmapping Session in the space of 2 hours, with 15 minutes for music and texture selection and 15 minutes for bugfixing. Held in two sessions twelve hours apart, each mapper had three themes to choose from:
- Use of red textures - Use of berserk - Candle bridges using self-referencing sectors or height transfers
Plus an extra one for those attending the second session: - Use of non-liquid damaging floors
41 downloads
Submitted
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Chill Base
By Guest
This was meant for the "Maps of Inebriation" mini-project but I got mapper's block and never got around to 6 maps but didn't want this map to rot and go nowhere. It's a modest tech base with all the usual bits and bobs around.
49 downloads
Submitted
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Abyssal Speedmapping Session 30 (XXX)
By Guest
12 XXX-y maps made during the 30th Abyssal Speedmapping Session. This session was based around Using the Romero Head, making the map plasma oriented, and being "Moody as all get out."
(Disclaimer: maps may not be as XXX-y as advertised)
32 downloads
Submitted
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Abyssal Speedmapping Session 28 (XXVIII)
By Guest
12 maps made during the twenty-eigth Abyssal Speedmapping Session. This session was based around Health only via powerups. (Berserk/soulsphere/megasphere), Spirals, and "A shitton of lava"
31 downloads
Submitted
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Abyssal Speedmapping Session 29 (XXIX)
By Guest
9 maps made during the twenty-ninth Abyssal Speedmapping Session. This session was based around Extensive use of ZIMMER textures, Living End style map progression. (Island in the middle), and Blur sphere against Hitscanners.
32 downloads
Submitted