This is a set of 11 prefab rooms to put in your Doom levels. The background is that the UAC, in an effort to cut costs, constructed a standard de...
It's a window...you just stand there and look at it.
These are levels that I made for test DeHackEd patches.
A column and flame combination.
An example map which explains how a ceiling fan spinning horizontally is done under doom(2).exe.
This prefab is two marble columns with an arch between them.
This is an improved version of the sliding door that uses the glass-floor effect described in Jim Flynn's Boom editing wad. The effect is quite g...
Hey!! Here are 2 wads that would be perfect for somebody who wants to create a quick wad or 2! Whether single, cooperative, or Deathmatch, this i...
An example of how to get conveyorbelt scripts running in vanilla Heretic as well as in Zdoom, Vavoom and Legacy. (Legacy in particular) The map i...
(Version: 1.1)<br><br> A simple Vanilla Doom (II) map featuring all available linedef and sector actions. It includes:<br><br> * Doors * Floor ac...
Vanilla compatible light effects
fenexam shows a simple walk under/view over passageway and a 2 level are similar a car-park (again walk under/view over) using the same technique...
This prefab consists of a straight section of hallway and a right turn. By using sector rotation, you can create halls that point in any directio...
A door which opens in two halves, one half opening towards the ceiling the other to the floor. Both halfs appear solid with no visible split-line...
This is a teleport booth. It will teleport the player to the specified teleport dest.
Second revision of moving 3D floors. This time, we're using an MD3 for visual representation.
I was thinking about BooM last night, and I thought of a way to make *real* sliding doors. I figured that eventually someone else would think of ...