Doomworld Mega Project 2016
This was set to be the first map in a short story driven episodic map set for Doom 2. It died out when I lost progress on the second map, and I decided to re...
Filenames
dmp2016v2.wad
Size
54.72 MB
MD5
da896d42dab85bb7d8efbb8e81f94878
SHA-1
e62fe2277c6a84e793089f1aaf449b97cce777a7
SHA-256
a14d9b0b74e3809779310f6041904e7b549289715c239cda2e0ac8b2b95cf0c9
WAD Type
PWAD
IWAD
Unknown
Engines
ZDoom
Lumps
742
Maps
MAP01, MAP02, MAP03, MAP04, MAP05, MAP06, MAP07, MAP08, MAP09, MAP10, MAP11, MAP12, MAP13, MAP14, MAP15, MAP16, MAP17, MAP18, MAP19, MAP20, MAP21, MAP22, MAP23, MAP24, MAP25, MAP26, MAP27, MAP28, MAP29, MAP31, MAP32, MAP33, MAP34, MAP35, MAP36, MAP37, MAP38, MAP39, MAP40, MAP41, MAP42, MAP43, MAP44, MAP45, MAP46, MAP47, MAP48, MAP49, MAP50, MAP30
Download
Read Me
=========================================================================== Archive Maintainer : levels/doom2/Ports/megawads/ Advanced engine needed : see MAPLIST for map-specific port requirements Primary purpose : Single play =========================================================================== Title : Doomworld Mega Project 2016 Filename : DMP2016v2.wad Release date : January 5, 2017 Author : Various Email Address : [redacted] Description : A megawad with 50 maps. Additional Credits to : they know who they are =========================================================================== * What is included * New levels : 49 + hub map * Play Information * Game : Doom 2 Map # : 01-50 Single Player : Designed for Cooperative 2-4 Player : untested Difficulty Settings : maybe * Construction * Base : New from scratch Build Time : September to December 31, 2016 * Copyright / Permissions * Authors may NOT use the contents of this file as a base for modification or reuse. You MAY distribute this file for free, provided you include this text file, with no modifications. * Where to get the file that this text file describes * The Usual: ftp://archives.gamers.org/pub/idgames/ and mirrors ================================================================================================== MAPLIST ========================================================================================== ================================================================================================== MAP AUTHOR TITLE FORMAT1 # DATE 1 Demonologist Dead Of Night (vanilla) 1 9/15/2016 2 Memfis Memfis (vanilla) 2 9/15/2016 3 Crunchynut44 Desolate Demesne (vanilla) 5 9/16/2016 4 riderr3 Dance of the Satyrs (limit-removing)9 9/23/2016 5 joe-ilya The Map With Class (vanilla) 13 9/27/2016 6 TimeOfDeath 37 (limit-removing)15 10/1/2016 7 WindbagJacket Bloodcult Stronghold (limit-removing)17 10/3/2016 8 JudgeDeadd Bliss Toxin (limit-removing)24 11/12/2016 9 dobu gabu maru Copper Exuviae (limit-removing)29 12/4/2016 10 cannonball Teenage mutant ninja demons (limit-removing)31 12/18/2016 11 AnonimVio The Reversion (vanilla) 33 12/19/2016 12 Obsidian Confliction (limit-removing)34 12/20/2016 13 SteveD Ancient Base (vanilla) 49 12/31/2016 14 gaspe Axerikos (limit-removing)38 12/27/2016 15 dpstatic Research Center (vanilla) 40 12/29/2016 16 Rorix newburgh (limit-removing)44 12/30/2016 17 walter confalonieri DES (boom) 3 9/15/2016 18 dt_ Menagerie (boom) 8 9/23/2016 19 rileymartin Skindustrial District (boom) 19 10/7/2016 20 Du Mhan Yhu Level Name (boom) 23 11/7/2016 21 Eris Falling Oh god no this map (boom) 26 11/29/2016 22 rdwpa Forbidden Grove (boom) 28 12/4/2016 23 scotty Sons of Liberty (boom) 30 12/14/2016 24 NoisyVelvet More Abstract Art - 2016. (boom) 41 12/29/2016 25 antares031 Harverster's Reminiscence (boom) 43 12/30/2016 26 scifista42 Space Base: Quadrant Delta (boom) 45 12/30/2016 27 Jjp The Swarm (boom) 46 12/30/2016 28 The_Trigger Crimson wood (boom) 47 12/31/2016 29 Benjogami Emergent (boom) 48 12/31/2016 30 TimeOfDeath HUB (zdoom) 31 vtm Descent (limit-removing)42 12/29/2016 32 stasiowygrzybek Basement (vanilla) 35 12/20/2016 33 Dgemie The Not-So-Secret Path (vanilla) 11 9/26/2016 34 CWolf So we begin again (vanilla) 12 9/26/2016 35 lil'devil Lil'Devil's Map (vanilla) 16 10/2/2016 36 marxr Rage 2 (vanilla) 18 10/3/2016 37 Mosshopper Basran Nights (boom) 25 11/19/2016 38 Grain of Salt Death Is Fantastic (boom) 4 9/16/2016 39 Voltcom9 Death Will Greet You Like an Old Friend (g/zdoom) 7 9/19/2016 40 DAZZER The Nephilim (g/zdoom) 10 9/26/2016 41 A2Rob Mass Defect (g/zdoom) 14 9/27/2016 42 Empyre Infernal Tower (g/zdoom) 21 10/30/2016 43 Pinchy Office By Night (g/zdoom) 22 11/4/2016 44 Getsu Fune Forest of Hi (g/zdoom) 27 11/30/2016 45 NoahMLG The Village of Whispers (g/zdoom) 37 12/22/2016 46 greentiger CONFOUNDING (g/zdoom) 20 10/16/2016 47 t3hPoundcake poundwad_map01 (g/zdoom) 36 12/22/2016 48 DMGUYDZ64 Underwater Labyrinth (g/zdoom) 6 9/17/2016 49 QuirkyKirk Public Port (zdoom) 32 12/18/2016 50 StormCatcher.77 Cursed Realms - Fiery Monkey Arena (gzdoom only) 39 12/28/2016 ================================================================================================== MAP INFO ========================================================================================= ================================================================================================== MAP01 Level name : Dead Of Night Author(s) : Demonologist Build time : 4 days Editor(s) used : GZDoom Builder Compatibility: Vanilla Music track : Waltz Of The Demons Playtesting : Yes, tested with Prboom-Plus 2.5.1.4 -complevel 2, Chocorenderlimits and regular Chocolate Doom Difficulty settings : Yes Bugs : A bunch of texture alignment issues here and there Inspiration : Plutonia Author's comments : A map in the vein of "The Twilight" from Plutonia. ================================================================================================== MAP02 Level name : Memfis Author : Memfis Build time : 11 days, a few hours per day (maybe 2-5) Programs used : GZDoom Builder, WadSpy Compatibility : Vanilla Music track : Kansas - Carry On Wayward Son (midi version by ???) Playtesting : By me using prboom-plus and chocorenderlimits, also by other people in the project thread. Skill settings : No no no. Bugs : Well, I sure hope no! Inspiration : Library - Map16 and Map27 of Doom 2. Southeastern cavern - Map25 of TNT: Evilution. Pool with revenant towers - Map26 of Garrulismo. Green stone area - DISASTER.WAD by me, SKLHALL2.WAD. Maybe the red triangles were inspired by TimeOfDeath. Blue key building - Vispire and other wads by valkiriforce. Exit room and nearby cave - Map02 of Requiem and Map23 of Doom 2. Other maps and stuff that influenced me in a more indirect sort of way. ================================================================================================== MAP03 Level name: Desolate Demesne Author: Crunchynut44 Compatibility: Vanilla Tested on: Zandronum, Choco Doom Building time: Somewhere around 3 to 4 hours Editors used: Doom Builder 2, Slade Custom music: Desolate Demesne by Glen Christie (Crunchynut44) Difficulty settings: Yes - easy, medium & hard. Mostly tested on UV. No multiplayer or Co-op Bugs: Unknown, probably lots. ================================================================================================== MAP04 Level name : Dance of the Satyrs Author(s) : riderr3 Build time : 12 days Editor(s) used : GZDoom Builder, WadSpy Compatibility: Limit removing Music track : D_MESSG2 (by yakfak) Playtesting : Tested with PrBoom-Plus Difficulty settings : Yes Bugs : Not found Author's comments : Map with mostly abstract architecture, with warehouse, slime areas, and courtyard. Tough monster placement. ================================================================================================== MAP05 Level name : The Map With Class Author(s) : Ilya "Joe" Lazarev (joe-ilya) Build time : A couple weeks (No rush, taking my time) Editor(s) used : Doom Builder 2, slade 3. Compatibility: Vanilla Music track : Rush - Limelight (From DWANGO 6) Playtesting : Vanilla doom (Doom 2 v1.9 .exe) Difficulty settings : Only for UV, NM and multiplayer, too lazy for the rest. Bugs : You can find a drawseg overflow near the red key card in vanilla doom. Inspiration : DWANGO series, real world aspects and my brainz. Author's comments : Slapped together a bunch of DWANGO rooms that I liked, put pieces of my mind among the rooms and added extraordinary non-linear progression. I like how it turned out better than I myself expected. You can finish it in 10 or so minutes if you just go to the exit, but it takes even more time to explore the rest of the map. ================================================================================================== MAP06 Title: 37 Author: TimeOfDeath Compatibility: limit-removing (prboom-plus -complevel 2) Music: "Lazy" / "Knives, Spoons" / "Fast Speeds" by me ================================================================================================== MAP07 Level name: Bloodcult Stronghold Author: WindbagJacket Compatibility: Limit removing Tested on: ZDoom and prboom-plus Building time: About a week and a half, plus a few more days spread over 2 months Editors used: Doom Builder 2, GZDoomBuilder and Slade Custom music: MAP24 from Community Chest 3 - credited there to "Bobby Prince (for id Software;)remixed by Jay Reichard" Difficulty settings: Yes - easy, medium & hard. Mostly tested on UV. Bugs: Probably still some misaligned textures. ================================================================================================== MAP08 Level title: Bliss Toxin Compatibility: Limit-removing (tested in Boom -complevel 2) Music: "Space Storm" from Duke Nukem 3D Description: A makeshift base in a secret cavern flooded with green ooze. Pipes snake through the rocky walls. Another illegal toxic dump, or perhaps the reverse—a grand-scale operation to harvest the nameless liquid? ================================================================================================== MAP09 Level name : Copper Exuviae Author : dobu gabu maru Build time : 40 hours Programs used : Doom Builder 2 Compatibility : Limit Removing Music track : “Pluvious” by Bucket Playtesting : Zdoom, PrBoom Skill settings : Yes Bugs : None that I know of Description : It is said that leagues beneath the surface of the Earth, shrouded in inescapable darkness is an enormous, nameless machine. For centuries, archeologists and historians alike have been unable to deduce what its origins or purpose could be, having neither seen nor touched its cold metallic walls. If the legends are true, what ghosts roam its rustic halls? What devices were surreptitiously constructed in a place that not even God could see? And what manner of lord rules its hollow husk now? ================================================================================================== MAP10 Author - Matt Powell (Cannonball) Name - Teenage mutant ninja demons Build time - 2 weeks (Though mostly split into a couple of 2 hour sessions) Built with - Doom builder 2 Tested with - Pr-boom plus v2.5.1.4 Compatibility - Limit removing Difficulty settings - Yes Co-op - Yes Deathmatch - no Music - The Sewers by Stuart Ryan (Stewboy) General info - Pretty much inspired by Plutonia Map28 and Map29 of Doom Core where I have also used the same music track as the later. The gameplay ranges from your hectic plutonia theme to some tougher lock-in traps here and there. Lower difficulties should play a lot more casually though. ================================================================================================== MAP11 The Reversion Build time: dunno Comp: probably vanilla w/some slime trails but dunno Music: "Tempter" by Mark Klem A map that was made for a project that will never be released because it sucked. No difficulty settings ================================================================================================== MAP12 Map name: Confliction Build time: Buggered if I know Format: Vanilla or limit removing. The drawseg limit might be a bit over in places, I'll likely tweak the map to minimize it in future. Co-op: Not implemented Deathmatch: Not implemented Difficulty settings: Not implemented Music: Not too sure, sounds kind of Heretic-esque New textures: WFALL1 - WFALL4 ================================================================================================== MAP13 Name:Ancient Base Format: Vanilla MIDI: Exhume - Unknown Author, if anyone recognizes it, let me know Difficulty Settings: Yes Co-Op: Yes - Starts Only DM: No Okay, so here's the deal. I probably started this map in July, 1996. Yes, you read that right, July, 1996, in between maps I was working on for the Realm of Chaos megawad. I probably finished the first version in January, 1997, and it had a big airfield where the final area is now. I literally carved the final area out of the old airfield sometime in 1998 because it shows the obvious influence of Michael Krause. At that time, it was intended as Map02 of my Abcess project, which is why it has the weird rocket launcher right at the end, because those maps were meant for continuous play. I eventually dropped it from Abcess and decided to throw it in here. This map is pretty much as it was in 1998. I did spruce it up a tiny bit awhile back, namely raising some areas plus I added a couple stimpacks and some extra shells today. This is old-fashioned attrition/resource management gameplay and is kind of easy, but it might be a little nastier if you can't find the secret SSG, because all you'll have is chaingun, single shotty, chainsaw and zerk fist. There are some peculiar '90s features, including obtuse progression for the blue key, a weird, almost invisible stairway that can be really hard to climb, and Nazis! I love those Nazis. :D I can spruce it up more in January or make it a lot harder, or just leave it as is. I didn't test it in Choco Render Limits, but I used to play it in MacDoom, so it should be okay. I'll give it a full test soon. ================================================================================================== MAP14 Level name: Axerikos Author: gaspe Build time: 3 weeks Programs used: Doom Builder 2, Slade 3 Compatibility: limit removing Music track: E2M4 of HEROES.WAD Playtesting: yes on PRBoom+ cl2 Skill settings: yes, somehow Bugs: none Author's comments: A rather big level inspired mostly by Nicolas Monti's Eviltech, and it's also an attempt to make a map with some 90's quirks and a surreal mood. ================================================================================================== MAP15 Name: Research Center Author: dpstatic Description: a medium-length techbase map containing some hellish areas. Compatibility: Vanilla Difficulty Settings: Yes Editor: Doom Builder 2 Music: Running From Evil Build Time: One Week ================================================================================================== MAP16 Well, she's done. Has a lot less detail than I wanted, but that's what I get for procrastinating. ================================================================================================== MAP17 Title: DES Build time: 2 days Compatibilty: Boom (CL 9) Difficulty Settings: No Music: Dragonland - The Never Ending Story New Skybox: Yes, from plum's skystravaganza Playtesting: prboom-plus 2.5.1.3, using complevel 9 Inspiration: Scype2k and RaphaelMode maps, episode 2 and 3 of Doom and Cyberdreams for gameplay mechanics Bugs: i don't know, maybe the "stupid" section of the map? If you found any, please wrote down here! Description: A weird "introduction" map, kill the cyberdemon and we all go in the Valhalla of DMP 2017. No really, is just this. Also more weirdness than the usual from me and a recycled starting room from my DMP 2012 map. ================================================================================================== MAP18 Pretty easy going map, I've been lazy and used generalised linedefs, so I think that makes it cl9. You guys spoke of waterfall textures, I've used SW2BLUE as a placeholder 'til you decide which texture to use or release a small resource pack. Has skill modes, but only the ammo and health change, monster amounts stay the same, took about 12-14 hrs to make ================================================================================================== MAP19 Level name : Skindustrial District Author(s) : rileymartin Build time : Over a week Editor(s) used : GZDoom Builder Compatibility: Boom Music track : Map 16 in Bloodstain. Says Hell Revealed 2 as the source. Playtesting : Yes, tested with GLBoom+ 2.5.1.4, GZDoom 2.3, Zandronum 3.0, ZDoom 2.8.1 Difficulty settings : HMP implemented but not tested. Bugs : Maybe. Final area drops to 20-30 FPS in ZDoom-based ports due to the high monster count/density. Inspiration : Sunder maps 07, 08 Author's comments : Flesh and metal themed abstract city map. Gameplay begins small and claustrophobic and gradually moves into a slaughter-ish direction. Straightforward, linear design with some minor platforming. Hopefully somewhat challenging for "good at Doom" individuals. The final wave is more amusing without infinite height. ================================================================================================== MAP20 Level name : "Level Name" Author(s) : Du Mhan Yhu Build time : A few weeks on and off Editor(s) used : Doombuilder 2 Compatibility: Boom Music track : N/A; I don't care about music, add anything. Playtesting : Once Difficulty settings : Ultra Violence. Bugs : None that I caught. Inspiration : Off the top of my head. Author's comments : This map, like most of my maps was all fresh off the top of my head as I went. So it might be kinda :/ ================================================================================================== MAP21 Oh god not this map Format: Boom Build time: I dunno, maybe about 8-10 hours on and off. Music: "Under Death" by Mark Klem (Requiem MAP08) ================================================================================================== MAP22 Level name : Forbidden Grove Author : rdwpa Build time : 20-25 hours Programs used : GZDB Compatibility : Boom Music track : "Oversnow" from "The Elder Scrolls II: Daggerfall" Playtesting : PrBoom+, (G)ZDoom Skill settings : Yes Bugs : None that I know of ================================================================================================== MAP23 Sons of Liberty I picked out this midi as inspiration and set about speedmapping a layout, then got quite carried away. This is the result. The best description i can give is a sandboxy slaughter arena with some set pieces scattered through it. This is my Doom homage to Metal Gear Solid 2 i guess - and yes, i do see the irony in a slaughter map paying tribute to a stealth game. There's a couple of easter eggs in there and the final fight is my way of recreating the RAY fight from MGS2. Have fun! FDAs very very welcome :) Build time: 2-3 weeks Compatibility: Boom Music: Yell "Dead Cell" Theme (Metal Gear Solid 2) Graphics: cc4falls.wad and a custom sky (included in wad) Difficulty settings: implemented, easy mode is very forgiving. ================================================================================================== MAP24 Name: More Abstract Art - 2016. Author: NoisyVelvet Description: A semi-puzzle map, more or less cute. I wanted to submit something so I doodled a map together; here it is! Compatibility: Boom (doors don't work in vanilla) Difficulty Settings: Yes UV is pretty hard. Editor: GZDoom Builder Music: Dimension of Dreams (by Jimmy) Build Time: 1 day. ================================================================================================== MAP25 Level name: Harverster's Reminiscence Author: antares031 Build time: Started from November 30. on and off Programs used: Doom Builder 2 Compatibility: Boom Music track: Skeleton's Waltz by Eris Falling Playtesting: ZDoom 2.8.1 "Boom (Strict) w/ infinite tall actors", PrBoom 2.5.1.3 "-complevel 9" Skill settings: Yes Bugs: Slime trails around the scenery Inspiration: Skeleton's Waltz by Eris Falling, Fomalhaut by Mechadon and Sky Pillar by antares031 from THT:Threnody Author's comments: A level for DMP2016. It's also the biggest level I've designed so far. I was thinking about the better setup before the exit, but I was in a hurry to catch the deadline. At any rate, I hope you enjoy this one. ================================================================================================== MAP26 Name: Space Base: Quadrant Delta Compatibility: Boom Music: "toas.mid" from vgmusic.com Sky: Recolored sky from plmsky1.wad ================================================================================================== MAP27 Here's my submission to the project, which is a small map with a silly idea in it: The Swarm It's for Boom-compatible ports (tested in PrBoom+ cl9), and difficulty settings are implemented. Music is from TNT: Evilution's map16. ================================================================================================== MAP28 Name: Crimson wood (yeah, can't really think of anything better heh, the name came this afternoon xD) Map: Map 01 Music: D_OPENIN (Doom 2's Icon of sin map) Custom sky: Yes, a recolor of a sky from plum's skystravaganza. Build time: 2 months (on and off) Tested with: Prboom+ 2.5.1.4, Complevel 9 Known bugs: None than I'm aware of but, I guess there are some slime trails here and there (hopefully not so much). Difficulty settings: Nah (sorry) Coop: Yes, starts only. Deathmatch: Nope (not even player starts) Revenant usage: A decent amount (sorry suitepee) Chaingunner usage: Fuck yeah There, enjoy. Map is moderately hard (last fight may be quite hard though) and well, it takes place in a hellish/wooden landscape of sorts. ================================================================================================== MAP29 Name: Emergent Format: Boom Midi: from Thexder Difficulty settings: no Coop: added the starts DM: no ================================================================================================== MAP30 HUB map by TimeOfDeath ================================================================================================== MAP31 Level name : Descent Build time : 11 h Editor(s) used : GZDoom Builder Compatibility: Any limit removing port Music track : MAP05 of Doom 2 (Im using map05 slot) Playtesting : tested with zdoom Difficulty settings : Yes ================================================================================================== MAP32 Name: Basement Build time: 1 day Tested in: zdoom, chocolate doom Compatible with: everything Iwad: doom 2 Difficulty settings: all five Music: Track that plays in map02 in doom 2. Build with: gzdoom builder Description: This is the second map I've ever created, and don't except much from it. This map was going to be MAP02 in my megawad, but it won't hurt if I just post it here instead. It takes about two minutes to finish . Except many newbie errors. Have fun. I wonder if someone will be mad at me if I still use it in my megawad. ================================================================================================== MAP33 Level name: The Not-So-Secret Path Author(s): Dgemie Build time: Not counting planning, since November 2015(but probably less than 10 hours) Editor(s) used: Doom Builder 2, XWE Compatibility: Vanilla Music track: tfs201.hmi from game Terminator: Future Shock, or, to be precise, the MIDI conversion from an unfinished Duke Nukem 3D mod "Duke Terminator" Playtesting: Tested with doom2.exe and PrBoom-Plus 2.5.1.3 (complevel 2) Difficulty settings: No Bugs: Textures on one wall in the last hallway are not really aligned, but otherwise none that I know. Overall direction, the area with lava - thepath.wad The central room - I used to attribute it to crfe_p1.wad, now I'm not so sure The reactor - ctrl_cen.wad The section behind the red key door - D2INO MAP16, to a degree NDCP2 MAP06/14 The hallway behind the blue key door - ctrl_cen.wad again, also in a way Jaeden's maps in ZOF The exit room - fort4.wad Author's comments: This is what was going to be my DMP2015 map. Everything up to the red key room was designed in 2015 (when I didn't really understand what I wanted to have in maps), the rest was made in a creativity drive influenced by procrastination and being somewhat stunned. ================================================================================================== MAP34 Level name : So we begin again Author(s) : CWolf Build time : 3-4 hours Editor(s) used : GZDoom Builder Compatibility: Vanilla Music track : HACX Intermission Playtesting : PrBoom 2.5.1.4 with -complevel 2 Difficulty settings : Yes Bugs : existing of this map? Inspiration : HACX Intermission music Author's comments : don't expect it to be long. It's just an "entrance" for vanilla part of DMP'16 from me. ================================================================================================== MAP35 Game: Doom 2, obviously. Level name: Lil'Devil's Map (working title, will probably be changed) Author: me Compatibility: Vanilla Tested on: Chocolate Doom 2.2.1 Building time: 10 days (since September, 23) Custom music: Yes. I used some track from Blood. Difficulty settings: Yes. Bugs: Haven't found any. Visplane overflows: Not included in this release. ================================================================================================== MAP36 My WAD Rage 2 Small-mid sized map with 50 monsters (on UV). Vanilla compatible. Please let me know what you think if you play it, i'll definitely improve it, just putting it up here so maybe someone discovers a bug or something, or may have some suggetions. Created with GZDoomBuilder and Slade. Tested with ZDoom and Doom Retro. ================================================================================================== MAP37 Here's a small map called Basran Nights. Compatibility: All Boom-compatible source ports. Description: In the UBS-controlled parts of the Near East, hell has found a way. Brainwashing several former insurgents and jihadists, they have created a small, but terribly effective terrorist group known only as "al-Malak", known for their brutal killings, lack of motives, and extreme elusiveness. The UAC has received a request from the UBS to send one of their top marines to the city of Basra, where they believe a prominent al-Malak fortress is located. Build Time: One and a half days. ================================================================================================== MAP38 I've been meaning to submit a map to the dw mega project since 2012, so on a whim I thought I'd try offering up this tom19 tribute thing I made a few weeks ago. It won't be everyone's cup of tea, but hopefully it'll find some kind of niche somewhere. ================================================================================================== MAP39 Level name : Death Greets You Like an Old Friend Author(s) : Voltcom9 Build time : a few hours Editor(s) used : SLADE3 Compatibility: G/ZDoom Music track : Romero (Doom2) Playtesting : Tested with GZDoom Difficulty settings : No Bugs : A bunch of texture alignment issues here and there Inspiration : Plutonia Simulator in all it's wondrous glory Author's comments : A very short difficult map. ================================================================================================== MAP40 Level name : The Nephilim Author(s) : DAZZER Build time : 3 Days Editor(s) used : GZDoombuilder,SLADE 3 Compatibility: G/ZDoom Music track : paranoid.mid Playtesting : Tested with ZDoom Difficulty settings : No Bugs : most should be alligned Author's comments : something for map 1-10 cause its not that long but has some difficult parts in it :) ================================================================================================== MAP41 Level name : Mass Defect Author(s) : A2Rob Build time : Couple weeks Editor(s) used : Doom Builder 2 Compatibility: Boom Music track : Aliens, Say Your Prayers (Bobby Prince) Playtesting : Zandronum, GZDoom, ZDoom Difficulty settings : Yes Bugs : None that I know of Author's comments : Took some inspiration from skillsaw's maps. Mainly looking for critique on difficulty and challenge ================================================================================================== MAP42 Map name: Infernal Tower File Name: tower_v1.wad Format: ZDoom, tested in Zandronum and ZDaemon. Song: Mars, Bringer of War from Holst's The Planets, sequencer unknown ================================================================================================== MAP43 Map Office By Night Music can't find the last slice of cake.mid from jmickle66666666s midi pack two Notes Use ZDoom or GZDoom and the supplied cc4falls.wad when playing. ================================================================================================== MAP44 Forest of Hi Format: LR Build Time: On and off - maybe around two months, with minor refinement every now and then. Did not use Doom Builder at all when making this. Music: Havana Smooth from ROTT Uses waterfalls from cc4falls, forest hub map (really like this theme of map), lots of lost souls, low of supplies usually, no difficulty settings. If there's anything that makes this unwinnable let me know. ================================================================================================== MAP45 Level name : The Village of Whispers Author(s) : NoahMLG Build time : 3 days Editor(s) used : GZDoom Builder Compatibility: Zdoom Music track : Running From Evil Playtesting : playtested with zdoom and gzdoom Difficulty settings : no Bugs : texture alignment issues Inspiration : Lovecraft Author's comments : The original idea was an ascent up a mountain side which lead into a small town but the town soon became the temple. ================================================================================================== MAP46 MAP01 : CONFOUNDING Single player: yes Multi-player: yes Deathmatch: yes but minimal support This is my first DOOM map that I've made in almost 10 years. I hope you enjoy it. [email protected] ================================================================================================== MAP47 =========================================================================== Compatibility : ZDoom compatible Primary purpose : Single Player =========================================================================== Title : poundwad_map01 Version : 1.0.0 Filename : poundwad_map01.zip Release date : 12/22/2016 Author : t3hPoundcake Email Address : [email protected] Misc. Author Info : Veteran Doom player, newish mapper. First public release right here. Description : This was set to be the first map in a short story driven episodic map set for Doom 2. It died out when I lost progress on the second map, and I decided to release this map anyway as part of the Doomworld Megawad Project for 2016. I'll save juicy story details for if I ever decide to revisit the project but for now this is the first public taste of my amatuer mapping style. Influenced by the first episode of Scythe mostly, this small map combines a few staple elements of many PWADs like a storage room with crates to traverse, indoor and outdoor areas, a lot of enemies and a decent arsenal for a first map. I experimented with lighting a lot, much of it is a failed attempt but I'm proud of it and I hope to get feedback and suggestions and criticism of my mapping style so far. =========================================================================== * What is included * New levels : 1 Sounds : No Music : No Graphics : No Dehacked/BEX Patch : No Demos : No Other : No Other files required : None * Play Information * Game : Doom 2 Map # : MAP01 Single Player : Designed for Cooperative 2-4 Player : No Deathmatch 2-4 Player : No Other game styles : None Difficulty Settings : No * Construction * Base : New from scratch Build Time : <1 week Editor(s) used : GZDoom Builder Known Bugs : Currently no known bugs. Only tested with Zdoom/compatible ports. May Not Run With... : Currently this map will run with any gameplay mod provided the mod works with whatever source port you're running. * Copyright / Permissions * This map can be distributed on any platform for any purpose other than monetary gain. The underlying assets, code, and technology belong to id Software, and if applicable the respective rights go to the creator and maintaince team of GZDoom Builder. I merely took the tools at hand and created something unique to my vision. Thank you. ================================================================================================== MAP48 Hi, My MAP is ready, Underwater Labyrinth inspired by Sonic 1 Labyrinth level (Why is that kind of maps so rare ?) , 90% Of the map takes place underwater and you need to kill every monster to progress, I Have also recreated some of the puzzles seen in Sonic 1 Labyrinth level, Here's it give it a shot, Please tell me if you found any bugs ================================================================================================== MAP49 Name: Public Port Compatibility: ZDoom (Uses MAPINFO and particle fountains) Description: A somewhat linear techbase type map. Has some nice detailing, but nothing TOO special. Music: Unknown from M.E.; from Sonic Adventure. (Some other midis are in the wad. Feel free to change which one plays. In no particular order, they are: Wheel Gator from Mega Man X2, Supporting Me from Sonic Adventure 2, Break Out from Mega Man Zero 3, and Mechanical Resonance... for Final Egg from Sonic Adventure.) Build Time: Two weeks, a week of inactivity, and today. Fifteen days of actual work. Graphics: Base game. Difficulty Settings: Implemented to a degree. A horde of zombiemen only appears in full force on Ultra-Violence. ================================================================================================== MAP50 Level name: Cursed Realms - Fiery Monkey Arena Author: StormCatcher.77 Compatibility: GZDoom 2.2.0 only Tested on: GZDoom 2.2.0 Building time: 6 days (from 22th to 28th of December) Editors used: GZDoom Builder 2.3 Custom music: Bucket - Plugged In (Plutonia MIDI Pack) Difficulty settings: No Bugs: Large black dot that appears when you look up, standing in the arena. I do not know what it is and how to fix it ... ================================================================================================== END OF FILE ====================================================================================== ==================================================================================================