Doom Maps

My various Doom projects are posted here.

MEGAWADS

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Project Einherjar

5-episode promotional megawad for my book series, Winter Agent Juno.

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Midgard Outlaw

Sequel to Project Einherjar with new enemies and dynamic music effects.

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Strange Aeons

5-episode Lovecraftian megawad.

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Ghoul School 3D

A short puzzle horror adventure comedy for Heretic.

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Nerves of Steel

Part 1 of DOSworld, where I remade a terrible DOS shooter of the same name.

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Operation Body Count

Part 2 of DOSworld, a remake of another terrible DOS shooter.

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OTHER WADS

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Karnak

Gameplay mods that change Heretic, Hexen, and Deathkings into a scifi-&-sorcery epic.

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Surreal Killer

A bizarre weapon/monster replacement wad.

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SPLATTERHOUSE 3D DEMO

Unfinished megawad based on Splatterhouse.

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Attack of the Killer Tomatoes

Guns and monsters replaced with the dumbest crap imaginable.

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GWANGI’S PALACE

(for Doom II)

Small outdoor map in a vaguely Doom 1 style.

Revised and featured in Strange Aeons.

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DERCETO

(for Doom II — limit-removing source port required)

A reproduction of the original Alone in the Dark mansion, including the underground caverns.

Play it with Pirate Doom for the best results!

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MAX SAGA: ESCAPE FROM SKULL DUNGEON

(for Doom II)

Medium-sized mad scientist castle/lab populated with undead monsters.

Revised and featured in Strange Aeons.

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HELLBOUND SOLDIER SAILOR DOOM

I combined all the Sailor Moon mods into a single mod, with my own weapon pickup sprites.

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CASTLE BATHORY

(For Doom II)

Made for Mayhem 1500 at Doomworld, using the Gothic texture set.

Explore a gothic castle in search of a sleeping vampire.

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INN-ESCAPABLE

(For Doom II)

A weird space-time puzzle map for zdoom.

20 comments on “Doom Maps

  1. First two episodes of your Strange Aeons partial conversion were immensely enjoyable! Loved the moody, surreal, dreamlike feel of the environments from E1, and E2 reminded me early techbase-style maps from Chasm at times. That moving fortress/giant armored vehicle map from E2 is pretty memorable, you rarely see stuff like that in Doom.

  2. If Randolph Carter had the misfortune to inhabit the 21st century, I think you’ve well imagined the horrors he might encounter in the Earth’s dreamlands. Bravo.

  3. Hi, I was just playing Strange Aeons 5.3 using GZDoom 2.2 r889 and on map E2M3 the blue key wasn’t present. It was only when I found a YouTube playthrough of the level that I saw where it was meant to be, but on going there it just wasn’t present, meaning i was stuck in the room unable to get out.

    I did some testing and started the level from the map command, then noclipped directly there, and the blue key was present, but on doing the same thing with my save file from the start of the level, the blue key wasn’t present again.

    So it looks like a bug that doesn’t always happen, but when it does it gets saved within the savegame making progress impossible.

    • That’s why the site and readme recommend you play it in ZDoom. GZdoom devbuilds can throw things out of whack with a lot of mods. Try it in regular ZDoom and see if it still occurs.

      • Okay, I finally got around to trying it with ZDoom 2.9 r1021 (as I’ve always used GZDoom), and the exact same issue happens. In normal gameplay when the map loads on level transition, the blue key isn’t present in E2M3 resulting in you getting completely stuck. It must be a map issue as I’ve never had this kind of issue on any other mod.

      • Are you playing on easy? Apparently the key wasn’t flagged for those settings, so maybe that’s the issue. If you’re not playing on easy, I’m clueless what could be causing it.

  4. Playing on the second difficulty level – “Hey, not too rough”.

    Thing is, if I instead warp directly to the level using the map command, I can see that the blue key is present when I noclip over to it to test it, but when I play the game normally, going from level to level (and the only saves made were the autosaves at the start of each level) the blue key is missing so I end up locked in that room unable to continue.

    • Check the new version and see if it’s fixed. Otherwise I have no idea, unless it’s a devbuild issue. Zdoom 2.8.1 is the last version to have a news update, so I imagine that’s the latest non-beta release, and it never has this issue.

      • I think that fixed it! On seeing you mention the difficulty levels, I re-tested the level by setting the skill value then using the map command. At skill values 0, 1 and 2 the blue key was missing, but at 3 and 4 it was present, suggesting that it was indeed related to the difficulty level.

        On downloading your new version, skill levels 0, 1 and 2 now have the blue key present, so it appears to be fixed.

        Now I can get on with enjoying the rest of it. Many thanks! :)

      • Yep, confirmed as fixed now as even on normal level transitions through game progress the blue key is now where it is supposed to be. Oh, and it was just skill levels 0 and 1 that were affected, not 2 as I mentioned previously.

  5. Never did find a way to open that wooden door in the future dimension in Inn-escapable, boo hoo!
    Anyways, you can fall into the toilet and not get out of it without jumping in the starting dimension.

    • Weird. Thanks for the tip! I may or may not get around to fixing it at some point. Been focusing on the bigger mods the last few years…

      If you mean the wooden door hidden behind the “fridge” thingy, you have to open that door in the previous timeline, then quickly teleport to the next one and run through before it closes. I should’ve connected more of the doors that way as a clue to the solution.

      • The simplest fix would be to make the button that “flushes” the toilet shootable, since that raises the middle of it and would let you free.

  6. Pingback: | Strange Aeons [Doom II] E2M9 “Petting Zoo” – UV-Max in 4:30

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