Professional Documents
Culture Documents
* Play Information *
Game : Doom 2
Map # : 01-50
Single Player : Designed for
Cooperative 2-4 Player : untested
Difficulty Settings : maybe
* Construction *
* 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.
===================================================================================
===============
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!
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
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.
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.
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
Known bugs: None than I'm aware of but, I guess there are some slime trails here
and there (hopefully not so much).
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
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.
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.
Office By Night
Music
can't find the last slice of cake.mid from jmickle66666666s midi pack two
Notes
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
Author : t3hPoundcake
Email Address : z.mezaros1@gmail.com
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 *
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
===================================================================================
===
===================================================================================
===============