=========================================================================== Archive Maintainer : levels/doom2/Ports/megawads/ Advanced engine needed : DMP2013L.wad is (vanilla and limit-removing) DMP2013B.wad is (boom) DMP2013Z.wad is (zdoom and udmf) Primary purpose : Single play =========================================================================== Title : Doomworld Mega Project 2013 Filename : DMP2013L.wad DMP2013B.wad DMP2013Z.wad Release date : April 12, 2014 Author : Various Email Address : thelastbreathofthedying@yahoo.com Description : 54 maps by 55 different mappers in 3 wads. http://www.doomworld.com/vb/wads-mods/64899- Additional Credits to : id software, doomworld, authors of the programs we used, andrewj for skies, TeamTNT for sky, BaronOfStuff for graphics, texture artists, music artists, playtesters, etc. =========================================================================== * What is included * New levels : DMP2013L has 21 DMP2013B has 13 DMP2013Z has 20 Sounds : in a couple maps Music : sometimes Graphics : some maps Dehacked/BEX Patch : map names * Play Information * Game : Doom 2 Map # : 1-21 DMP2013L 1-13 DMP2013B 1-20 DMP2013Z Single Player : Designed for Cooperative 2-4 Player : unknown Deathmatch 2-4 Player : unknown Difficulty Settings : some maps * Construction * Base : New from scratch, I think Build Time : a year Editor(s) used : yes Known Bugs : maybe * Copyright / Permissions * Authors may NOT use the maps 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.3dgamers.com/pub/idgames/ and mirrors =========================================================================== ==VANILLA AND LIMIT-REMOVING== MAP# AUTHOR TITLE COMPAT SUBMIT# 1 Xaser Stove Pipe (limit-removing) 1 2 C30N9 Brick Break (vanilla) 2 3 Hurricyclone 6 Sector Tea Jug (limit-removing) 3 4 Retog Yergon (vanilla) 6 5 Fernito Ferno (vanilla) 7 6 Matt534Dog The Last Stand (vanilla) 14 7 Marnetmar Pazuzu's Revenge (limit-removing) 17 8 minigunner Raiders of the Lost Shark (limit-removing) 20 9 sgt dopey Technecrosis (vanilla) 21 10 Alfonzo Postmodern Hydraulics (vanilla) 22 11 an_mutt Gothicy Beetle (vanilla) 23 12 dobu gabu maru The Manifold Fever (limit-removing) 28 13 Marcaek Bentryway (vanilla) 29 14 SFoZ911 Fire Fighter (limit-removing) 30 15 schwerpunk TDSW (vanilla) 35 16 JudgeDeadd Hatchet Job (vanilla) 36 17 Obsidian None So Vile (vanilla) 40 18 Z86 Infernal Alignment (limit-removing) 41 19 SteveD Don't Touch That Dial! (limit-removing) 42 20 Megalyth Have a Soup and a Sandwich (vanilla) 52 21 Chaingunner CHACSTL (vanilla) 53 =========================================================================== ==BOOM== MAP# AUTHOR TITLE COMPAT SUBMIT# 1 cannonball Death Metal (boom) 9 2 Katamori 1024x32x10x10x3x2x1Monster (boom) 10 3 Pcorf Visation (boom) 11 4 Fellowzdoomer Hell's End (boom) 24 5 TheMionicDonut LETS ROCK! (boom) 37 6 joe-ilya Steak streak (boom) 38 7 Demonologist Ex Tenebris (boom) 39 8 Exl & DooMAD Waystation M-00 (boom) 43 9 CorSair Merry-Go-Kill (boom) 44 10 Memfis Back in Town (boom) 48 11 Ribbiks dwmp13_rbk (boom) 49 12 BloodyAcid Tuskmunday (boom) 51 13 scifista42 The Space Base 2 (boom) 54 =========================================================================== ==ZDOOM AND UDMF== MAP# AUTHOR TITLE COMPAT SUBMIT# 1 Du Mhan Yhu 3 Ways From Hell (zdoom) 4 2 Ed Twilight of the Gods (zdoom) 5 3 EndGameGamingMain Millitary Enterance (zdoom) 8 4 The_Trigger Water control (udmf) 12 5 Baratus Go To Hell (zdoom) 13 6 Netherstorm Incarnate (zdoom) 15 7 Tarnsman The Adventures of Pope Steve (zdoom) 16 8 ClonedPickle Dripping Oven Oil From Your Third Arm (zdoom) 18 9 Kate Stone Language Barrier (zdoom) 19 10 Scypek2 Ode to everything (zdoom) 25 11 walter confalonieri ffffabolous secret level (udmf) 26 12 Ijon Tichy Futility (zdoom) 27 13 Phendrena East of Eden (zdoom) 31 14 Eradrop End Of Days (zdoom) 32 15 ShadesMaster NUKAGE PROCESSING (udmf) 33 16 obake UAC: Unsettling Athletic Corporation (zdoom) 34 17 jazzmaster9 A Room with A View (zdoom) 45 18 mrthejoshmon SUBBSE (udmf) 46 19 BaronOfStuff Trial And Error (udmf) 47 20 TimeOfDeath Law & Order: Special Doomguy Unit (zdoom) 50 =========================================================================== Level name : Stove Pipe Author(s) : Xaser Acheron Build time : Six seconds editor(s) used : Doom Builder 2, SLADE Music track : xa-stove.mid, i made it Playtesting : Nope Bugs : Probably Inspiration : The pipe on my stove (editor's note: we don't have a stove) Author's comments : Time to embark on an epical journey to unclog your SUPPORT3 stove pipe =========================================================================== Level name : Brick Break Author(s) : C30N9 Build time : 2 Days Editor(s) used : Doom Builder 2 Sourceport : None Music track : Between levels (MAP04 from Doom 2 music) Playtesting : Kind of Bugs : Unlikely Inspiration : MAP05 from Doom 2 Author's comments : Classic looking map, originally for a dead megawad. This map is small so beginning slots for it may be perfect =========================================================================== Level Name: 6 Sectors Under the Sea (6secsea.wad) Author: Hurricyclone Build Time: 3 and a half hours Editors: DB2, XWE Music Track: Plutonia MAP13 (Donna to the Rescue) Playtesting: Playtested on ITYTD, HNTR, and HMP. Have not playtested UV or NM yet. Bugs: ? Inspiration: My map Riptide from NOVA, as well as other aquatic maps I am currently working on. Comments: Originally, this was made to be a 10-sectors tribute, but I digressed and ended up with less than expected. Three keys to leave the level, open one door and the next one closes. Manageable combat, but the enemies guarding the blue key could be overwhelming (lots of spectres and demons). The level is kinda shaped like a tea jug, this was unintentional. Fills the MAP11 slot, but put it in a different slot if you wish. Also I luv seaweed. :) =========================================================================== Level name : The Last Stand (V1.0) Map Slot: MAP01 Author(s) : Matt534Dog Build time : A couple of weeks. Editor(s) used : Doom Builder 2 & SLADE Source Port: Vanilla-Compatible Music track : Led Zeppelin - Achilles' Last Stand MIDI Bugs : None that I know of right now. Inspiration : Ultimate Doom - Episode 1 =========================================================================== Level name : Pazuzu's Revenge Author(s) : Jeffrey Shark Build time : Fifteen Minutes editor(s) used : Doom Builder 2, SLADE Music track : Custom Playtesting : Nope Bugs : Probably Inspiration : The Exorcist Author's comments : You are the little girl from The Exorcist. Ten years after being Exorcised, Pazuzu has come back to get revenge on you...and the world. You wake up one morning to find the world converted into a nightmare-ish hell and your house completely unrecognizable. =========================================================================== Author: Andrew "Minigunner" Rowlodge Music: "Pamplona: Running of the Bulls" by... Chris Mead? Time Built: 2.5 hours total; 3 weeks real-time Map Type: Limit-Removing (sprites only) Bugs: None as far as I know. Additional notes: This is the first map I have completed in over 2 years, and the first vanilla map in over 5. Not that it matters, but I just wanted to throw that out here. :P =========================================================================== Author: Dan "Sgt Dopey" Townsend Music: Smells Like Burning Corpse from TNT Time Built: Can't remember Map Type: Vanilla Bugs: Don't think so. Additional notes: I made this map last year sometime and never got around to releasing it =========================================================================== Author(s): Alfonzo Build Time: 12 hours Editor(s) Used: Doom Builder 2, SLADE Source Port: Vanilla compatible Music: "Riot Squadron", by Jimmy Playtesting: Changes made only to visuals. Bugs: Non. Inspiration: There was probably an inkling somewhere. Authors Comments: You've just arrived at Superzealand's tertiary oil field in search of former rig worker and confessed shrimp enthusiast Ceasar Wyngarde, now a disgusting tramp of a man who eats out of skips when he's hungry. Apparently he went insane after he fell down a derrick in the nearby oil reserve, and now he's threatening to turn the whole of the satellite into a demonic breeding ground. The demons aren't a problem, of course... but we can't have him pressing charges. Find the bastard and put him down. =========================================================================== Author(s): an_mutt Build Time: 3 hours Editor(s) Used: Doom Builder 2, SLADE Source Port: Vanilla Compatible Music: "Gravity Beetle Stage Theme" from Megaman X3 Playtesting: Checking for limits, fixing balancing issues Bugs: None Inspiration: GOTHICTX for visuals, and The Tango TV 5-in-100 series Authors Comments: I followed along with the final mapping session of Tango TV, where the challenge was to make Spider Masterminds effective (something I have dreadfully failed at). While I had most thing placement and all of the layout and architecture complete within the 100 minute mark, I initially went about 30 minutes overtime to fix all of the tags and HOM effects that kept popping up, as well as balance the map and make it playable. After that, I said "fuck it" and spent another hour or so making things look un-shitty and actually playtesting the thing. Then I spent another bit of time adding multiplayer bullshit (even though I never planned on releasing it!) then I remembered this thread exists and other people are using it as the proverbial family fridge to tape their latest pretty crayon drawings to, so I figured I would do the same. That's the end of my story. =========================================================================== Title: The Manifold Fever Author: dobugabumaru Build time: 8-12 hours Editor used: Doom Builder 2 Source Port: limit-removing Music track: "paradox" by Matt Podd Bugs: texture bleeding here 'n there Author's comments: "The Manifold Fever" was initially designed for the MAD megawad project but once that died down I sat on it for a while. I threw together a quick poem about emotional abuse and tried to tie it to the gameplay somewhat, focusing on quick arena battles. Apologies for the midi... it gets atrociously loud at the end and I don't know how to tone that down :( =========================================================================== Level name : Fire Fighter Author : SFoZ911 Build time : 6 days Editor used : Doombuilder 2 Music Track : "Between Levls". Playtesting : Yes Bugs : I didn't notice any. if you do, please tell me. Engine needed : I used Prboom+ to playtest, but i'm pretty sure it will work with vanilla as well. =========================================================================== JudgeDeadd Name: Hatchet Job Build time: A couple hours in total. Music: Duke Nukem 3D, "Invader" Compatibility: Vanilla Not a very long map. Designed to be played from pistol start so that you can't kill the Cybies too easily. =========================================================================== Obsidian Source port: Vanilla compatible Music: D_EVIL from Hacx(hopefully no-one minds) Textures: Stock textures only Difficulties: Yes Co-op: Player starts only Deathmatch: Player starts only =========================================================================== Z86 Theme: a mix of all E3 Maps, polished up and interconnected, while keeping a consistent style. Difficulty: AV-Hard (many archies and a few cybers - has 4 spiders at the end that can infight) =========================================================================== Level Name: "Don't Touch That Dial!" Author: SteveD Build Time: 7 days Editor(s) used: Doom Builder 2 Playtesting: Zero-secret playthroughs until the exit Difficulty Settings: Yes Co-op: Player starts and multiplayer weapons. Deathmatch: Player starts and multiplayer weapons Bugs: None known Compatibility: Limit-removing Author's comments: Medium-sized map, part sandbox, part interior combat. I'm a little concerned that there's too much health and ammo since I added some after the HMP and UV playthroughs. Some of the outdoor ledge detail might be a bit fiddly, too. It also might be a good idea to remove some monsters that have little impact on the gameplay. All comments welcome. I only play on source ports and this map played without problems on G/ZDoom, PRBoom+ and Risen3D. =========================================================================== Author(s) : Chaingunner Build time : four days editor(s) used : Doom Builder 1.68, XWE Music track : i-ball Inspiration : Requiem, Memento mori 2, i-ball.mid =========================================================================== Name: 1024x32x10x10x3x2x1Monster Author: Katamori Build time : 2 (and a half) hours Editor(s) used: Doom Builder 2 Sourceport : Boom, tested on PrBoom+. Music: no custom music; put to the slot whereever you want. Playtesting: three attempts to finish it. Nothing else. Bugs: maybe. Inspiration : See below. Author's comments: - 1024x1024 available map size - only 32 unit grid was used in DB2 - 10 used textures (5 flats, 5 wall textures) - 10 sectors (!) - 2 type of supplies - made under 2 hours - 1 monster type I used every map restrictions I've seen during my Doom experiences, except 1tag (but it's kinda close) and 100lines. The result is kinda crap, but mostly because I didn't want to do much details and playtesting. Also, I don't that there was anyone dumb enough to combine these "rules" this way. Hope you like it! =========================================================================== Level name : Visation Port: Boom compatible Author(s) : Pcorf Build time : A few days editor(s) used : Doom Builder 2.1, XWE and Cakewalk Sonar 7 for music. Music track : popul.mid, a remix of popular midi files used in WAD's which I composed. The remix is based on Heretic E3M9, with some Rott and Duke3D songs and Doom 2 readme. Playtesting : Nothing serious. Just ammo balance. Hope its hard. Bugs : Maybe the gameplay is bad and I rushed it. Inspiration : Boredom :D Author's comments : Hard base/gothic level with an outdoor courtyard. The northern area is a tuneup of an old 1996 map I made named briklift.wad. =========================================================================== Fellowzdoomer Cooperative = designed for Death match = Nope. Bugs: Causes lag. Basically if your computers crap,ten this is a format the drives. Plus, if anything goes above 2013, entering TNTEM in boom makes it crash. =========================================================================== TheMionicDonut Map name: LETS ROCK! Compatability: boom, baby! Build time: 2 days, 4 drinks, 8 hours. music: level 13 from Mean bean machine, mix by thomas blandford title music: Love theme from Robocop 2014 by Beethoven =========================================================================== Level name : Steak streak Slot : MAP21 (for the hell sky) Author(s) : Ilya Lazarev Build time : 2 weeks editor(s) used : Doom Builder 2 Music track : "Deep into the code" by Bobby Prince Playtesting : Ammo only. Bugs : I have no idea Inspiration : E3 of doom Author's comments : E3 style in an overly-fleshy theme. (No difficulties and no new things) Compability: Boom =========================================================================== Level name : Ex Tenebris Author(s) : Demonologist Build time : About 1 week Editor(s) used : Doom Builder 2, Slade 3.02 Compatibility: Boom Music track : Blood Playtesting : Oh yes Bugs : None known Inspiration : Quake Author's comments : Cruel medium-sized map, absolutely linear and simple in terms of progression, arena-based/setpiece-oriented in gameplay department. Main layout was born after another Quake overdose, so visuals and texture choices shouldn't be surprising. There are plenty of powerups and supplies scattered throughout the map since I tried to reduce the luck factor and leave some room for mistakes, but if you're too careless - you'll waste everything in a matter of seconds. I also did my best to remove all gamebreaking possibilities for coop play, but haven't tested it. Should be playable at least. Keep in mind though that no extra multiplayer things were added. =========================================================================== Port: Boom Compatible Authors: Dennis "Exl" Meuwissen and Lee "DooMAD" Wallis Build time: 1 Month Editor used: Doom Builder 2, Slade, Wintex New Music: Yes New Textures: Yes New ANIMATED lump: Yes No coop or DM starts. Single Player only. =========================================================================== CorSair Name: Merry-Go-Kill Port: Boom or PrBoom+ as a minimum Mode: Single Play only Music: Yes (specific track: "Waiting For Romero To Play") Build time: about 8 hours total. Yes, yes, it's too much for a small map. Tested: Once. BUT IT WORKS, okay? =========================================================================== Level name : Back in Town Author(s) : Memfis Build time : A few days I think. editor(s) used : Doom Builder 1.68, XWE Music track : From MAP10 of old Plutonia 2 development version. Playtesting : Quite serious, by me, Snakes, j4rio, Plut, Lainos and skepticist. Thanks, people. Bugs : I think no, unless you manage to skip some linedef. Inspiration : A lot of stuff but most notably HR2 MAP03, Requiem, Operation: Biowar, Invasion UAC, Icarus MAP23, Eternal Doom, my abandoned map Nora Mini, The Darkening episode 1 and Doom City. Author's comments : An action-packed city map, I like most of it but maybe the yellow key area is a bit lame and simple. Originally made for a personal project that I kind of killed. =========================================================================== scifista42 Name: The Space Base 2 Slot: MAP01 Built time: Months of sporadic work on map and textures, then deleting everything and starting from scratch, then 10 days of more intensive work. Music: "Huge Battleship Eriniesu" from a Japan game "Espgaluda", taken from vgmusic(vgmusic entry) Sky texture: One patch from Double Impact sky. =========================================================================== Level name : "GreenHell" Author : Du Mhan Yhu Build time : Started 11/2012 Finished 7/2013 editors used : Doom Builder 2, SLADE Music track : Ruins "Ceremony" (from secret of mana) Playtesting : Some Bugs : None that I am aware of. Inspiration : Various wads and Xaser maps. Author's comments : Thanks to Hydra/Redshirt for pushing me to finish this and to Marcaek for having the patience to help me. =========================================================================== The_Trigger Name: Water control Sourceport: Zdoom/gzdoom Map format: UDMF Map slot: Map 01 for now Build time: About 2 weeks Playtested: Yes, to see if everything goes well New textures: Yes with the prefix "TTR". Most of the textures are taken from various packs available at realm667. New monsters: No Music: Gut wrencher from DN 3D =========================================================================== Level name : Go To Hell Author(s) : Ben "Baratus aka Jimmybro" Paddock Build time : 10 hours Editor(s) used : Doom Builder 2, SLADE Source Port: Doom II (ZDoom Compatible) Playing Time: ~2 mins Music track : magmoor.mid because Hell maps Playtesting : I put some care into this, honest Bugs : Just some newbie mistakes here and there. Leaving them in. Want to get a laugh or two out of this. Inspiration : 5in100 speedmapping sessions you have here in which you guys - my brother included - are good at mapping and I am teh jealousy. Author's Note : Some MAPINFO included. You... might not want to leave all of it in. =========================================================================== Level name : Incarnate Author(s) : Netherstorm File Size: 898 KB Build time : 5 days (I built on this wad 6 months ago, but never got it finished before) Editor(s) used : Doom Builder 2, SLADE, XWE Source Port: Doom II (ZDoom Compatible) Playing Time: 11-13 minutes Music track : E1M2 midi, MAP16 midi from Dwango 12.wad, random vg midi Playtesting : I took a long time touching up on anything that was bugged or any HOM effects showing, ect. Bugs : Near the beginning of the map, one of the scripts may not execute which then the player cannot continue the map, if this happens just restart the game and then it should work! Spider-mastermind corpse may float in mid air after death, snake imps in sewers may skid on the platforms after death, if you don't collect the red key in the sewers (which is stupid of you if you didn't) you cannot continue with the map if you teleported back to starting area because you can't go back to the sewers. Inspiration : My imagination! Author's Note : MAPINFO included for sky texture. Only one custom monster added into this which is 'Snake Imp', thus this wad also includes a DECORATE lump and a GLDEFS lump. =========================================================================== ClonedPickle Name: Dripping Oven Oil From Your Third Arm Music: "Dance of the Sugarplum Lunatic" by Mark Klem =========================================================================== Author(s): Kate Stone Build time: 100 minutes Editor(s) used: Doom Builder 2, SLADE Source Port: ZDoom (tested on 2.7.1 just to be sure) Music track: Custom (OGG Vorbis) Playtesting: To fix ACS scripts. Bugs: One flat, can't get 100% kills due to a scripting event. Inspiration: 5in100 (I did say it was finished in 100 minutes, did I not?) Author's comments: The monsters don't speak your language and you don't know how to speak Demon. That one imp that was pointing at the sky before being crushed by a giant Hello Kitty themed refrigerator did seem somewhat friendly, though, even though you couldn't understand a thing he said. Oh well, just go about your usual business and you'll be fine. =========================================================================== Author: Walter "daimon" Confalonieri Build time: a month, more than less.... divided from august holydays... Editor(s) used: Doom Builder 2, SLADE, zdbsp Music: fragmented loop of this, OGG file, 257 kb or something similar. Inspiration: He-Man hilarious viral video on youtube. Description: due to a insane summer warm, i had the idea to remake this viral video into a doom level, spot the location guys! Anyway this level it could be only defeated from a "Shingeki no Kyojin" opening theme based level LOL (mmmh.. a possible challenge in this thread?). Port(s): Zdoom in UDMF format New graphics:yes, taken from google and Eternal Doom resource, named DAI.... Author(s) note: Added a MAPINFO lump due to new skybox and music, if you wish i'll put them into the map scripts... =========================================================================== Level name : End Of Days Author : Eradrop Build time : 4 month Editor used : DoommBuilder 2, Slumped. Music Track : "WORMHOLE". Playtesting : Yes Bugs : I didn't Found. if you do, please tell me. Engine needed : ZDoom. =========================================================================== BaronOfStuff NOTES: 1) This is a UDMF map, and one that barely uses any UDMF features. MAP46. 2) Designed with "co-op racing" (don't ask) in mind, which is why it's laid out the way it is. Got no friends? That's your problem. =========================================================================== This wad contains textures from: cc4-tex gothictx Oblige q1tex NiGHTMARE Espi Eriance Fredrik Johansson Janitor DaGGeR Ola Bjorling Vader XDelusion Esselfortium RottKing Nuxius Afterglow AgentSpork RottKing Enjay Huy Pham SargeBaldy Tormentor667 The GothicDM Team The Requiem Team The Eternal Doom Team id Software Raven Software Rogue Entertainment andrewj * DISCLAIMER * This PWAD contains select texture(s) and flat(s) that can originally be found in GothicDM or Gothic2. Credit and thanks go out to the artist(s) of said flat(s) and texture(s) and also to the rest of the Gothic Crew (1997/98). The ORIGINAL GothicDM(2).ZIP can be found at CDROM.COM. Each said PKZIP archive contains thirty-two professional quality levels and music. http://cdrom.com/pub/idgames/levels/doom2/deathmatch/megawads/gothicdm.zip http://cdrom.com/pub/idgames/levels/doom2/deathmatch/megawads/gothic2.zip