You are playing Quake, you walk into the Slipgate only to find out it's Freudian, suddenly, you are in Doom.. #doomtwid realm, you have angered the #doomtwid gods and they throw you into the random maps for invading their privileges on internet.
Marble Hill is a new 20-level episode megawad for Doom 2 designed for limit removing source ports (complevel 2) made by the various members of Doomer Boards, led by Matador. The theme is loosely based on the aesthetic of the Marble Zone levels from Sonic the Hedgehog. These maps tend towards ancient temples/structures and feature limestone, lava, overgrown vegetation and purple rocks.
007: Licence to Spell Doom is a nine-level Ultimate Doom mapset for ZDoom by Stephen Clark (The Ultimate DooMer). It was released on December 24, 2002.
The player takes on the role of '007', a "Special Secret Service" agent (stated to be the protagonist of Stephen Clark's previous WADs, Fragport and Operation: Lightning). 007's mission is to assault the facilities of a terrorist organization called MISSILE, who are allied with the forces of Hell.
Medium-sized speedmap in a vanilla-flavoured underground industrial setting.
This was originally intended for Doomworld community project "Isolation" but Derek "Afterglow" MacDonald ended up spending more than the allocated 12 hour dev time.
These mapping restrictions are followed:
- Must not use of F_SKY1. - Must use damaging NUKAGE1. - Must place health items on FWATER1. - Use of Cacodemons encouraged.
Mapping jam event based on a custom texture set created by Chris Holden: nine small to medium-sized levels including a start map. It comes with a skybox and a few new models.
The second in a series of exercises that dares participants to break away from the trends and ideas typical in day-to-day Dooming. The challenge? Create a map that best depicts a theme generated by jmickle66666666's level theme generator. Themes were created, numbered and then hidden from participants, who were made to select a number at random in order to be assigned a theme. The event ran for just under two weeks, totalling 11 maps. These maps are designed to be played from pistol start.
The first in a series of exercises that dares participants to break away from the trends and ideas typical in day-to-day Dooming. The challenge? Create a map that best depicts a theme generated by jmickle66666666's level theme generator. Themes were created, numbered and then hidden from participants, who were made to select a number at random in order to be assigned a theme. The event ran for just under two weeks, totalling 12 maps. These maps are designed to be played from pistol start.
So you’re still alive… Congrats!... But for how long when they have you absolutely outnumbered? What are you prepared to do?... Keep playing as a lone hero killing every walking dead on the route? Trust me, you won’t last two days! It's not about surviving in the zombie apocalypse any more, it's about winning this war.
In your journey to find a way back to Parthoris, you've come across a desolate palace. In hopes of finding a way out, you step through the portal at the entrance.
Twelve levels designed for the 25th birthday of Doom speedrunner Dime! The restrictions given to the designers were:
- Boom compatibility (a.k.a. PrBoom+ -complevel 9) - No green or blue armor - Maximum 75 monsters - In the style of scythe map 22-24 gameplay (texture use is up to [one]self) - Must [have] a BFG, but only a maximum of 200 cells in the map INCLUDING BFG pickup.