The main goal was to create a vanilla classic episode themed on Doom2 techbases. I was as well influenced by d2twid and 1994-1996 maps regarding to the very raw detailing employed. The maps are small to mid in size and the average enemy count is around 100 per map. There is virtually no texture alignment except for some doors and switches, taking advantage of the sector height sometimes for that work, and I made no use of support2/3 to separate different textures, using just angles as in some iwad maps. On the other hand I wanted very consistent themes so I used just 40 different textures per map as a constraint, including those for doors and keymarks as I realised some iwad maps use very few textures too.

This Wad additionally comes with erkaknee.wad a complete conversion of the main episode to the "knee deep in the dead" theme. I used just the shareware flats and textures, just as I did with the favillesco episode 1, so no crates, compohso, gray, support3 or other textures we often see in E1 styled maps, nothing wrong with that, but I wanted to keep the vibe as close as possible to the original episode, although theese layouts weren't conceived as E1 maps. The conversion process was painfully surgical, I replaced all the flats and textures manually -not by a software 1 to 1 replace tool- because I had to rethink from scratch what E1 textures and flats would suit the preexisting rooms.

Author : Nicolas Monti
Email Address :

Post article RSS Articles

12th Cacowards

News 15 comments
Cacodemon Says:

Doom is now twenty-two years old and shows no sign of slowing down. Gameplay modders, map authors, musicians, coders, and more continue to trickle in to an aged yet vibrant community.

To play these you will need Doom 2 from a store or steam. And for the best experience grab.

To play the maps, the wads can be run by dragging on the exe, or shorcut gzdoom.exeˇ-filename

A few days after the events of Concerned, another hero tries to breach the C.E.R.N facility, things have changed though, nukage is flooding everywhere including the surrounding mountains, things are really going downhill. The objective is simple, to try and halt the invasion by closing the portal discovered by our previous hero whos location and life signs remain unknown......... It is all up to you.

Single map for GZDoom (Doom 2), made for Tormentor667's Doomja Vu. Creepazoid atmosphere with custom weapons / enemy edits. 'Nuff said. You are an engineer employed by the UAC to investigate the source of a strange signal originating from an abandoned facility. This wad tells the tale of what happens next...

Here's a three-key odyssey map which you can beat without finding any keys or even really going outside. For Ultimate Doom! as always the song is the main attraction and the level is just a descent into absurd madness.

50 Shades of Graytall is a project designed around creating maps with interesting architecture and gameplay despite being limited to a selection of arguably hideous textures. Started in response to a silly post made in the Editing forum which led I and several others to attempt maps using the (slightly edited) rules in the post, hoping the result would be decent. Eventually opened up to the community and here we are!

Sprawling techbase medley with surreal interludes in hell. Assume the usual twaddle about teleportation research gone awry. This was an exercise in using the original Doom 2 textures and specials to build something very modern: with intricate spaces, long vistas and a bunch of half-assed environmental storytelling. Inspired by No Rest for the Living, Visions of Eternity, Vaporware Demo and Metroid Prime.

Swift Death is an extremely hard megawad, calibrated for speedrunners. I recommanded for novice players to play in "easy" ("Toilet Break", or "Soft Event"). SD is realized in speedmapping sessions, for the most parts of maps. These maps are generally small, and contain on average 75 monsters. They are also compatible for the duel / deathmatch.

Welcome to Skulldash, the fast-paced speedrun arcade mod For Doom II. The objective in skulldash is to collect the Skulltokens scattered around each level to unlock the exit. While collecting the Skulltokens you have to race against the clock, as there is a time limit to beat – all while defending yourself from the hordes of monsters from hell.

The main goal was to create a vanilla classic episode themed on Doom2 techbases. I was as well influenced by d2twid and 1994-1996 maps

Sunlust is a set of 32 boom-compatible maps for Doom II, designed to be played from pistol start. The maps meander through a range of themes, from traditional bases and temples to abstract hellish, void, and tech aesthetics. UV is designed primarily for ubermensch doom-gods, thus we encourage most players to start off on HMP or lower.

Valiant is a MBF megawad for Doom II featuring 32 new maps spanning 5 themed episodes. Each map is designed to be played from a pistol start, but some effort has been made to support continuous play as well.

Add file RSS Files


Full Version

The main goal was to create a vanilla classic episode themed on Doom2 techbases. I was as well influenced by d2twid and 1994-1996 maps regarding to the...

Post a comment
Sign in or join with:

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.