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This is a listing of many of my Doom levels. A more complete list is available on my DoomWiki page
Version: 1.2.1
Release Date: 14 October 2021 (original release: 6 October 2021)
This is not a normal release for me.
Back around 1995 or 1996 (I don’t remember the exact year), my overly-ambitious teenage self started working on a megawad for Doom called Kill. It’s about a female space marine (Doomguy’s fiance) who is sent out to rescue Doomguy after he’s kidnapped by demons. The vast majority of the work on this was done between 1995/1996 an 2002 while I was in high school. After that I continued to work on it into 2003, though much more slowly due to college and work. However, I never finished it.
Truth be told, I always did intend to eventually come back to Kill and finish it up properly. I just never did. Then not too long ago, a friend of mine learned of these levels and started to pester me to finish them up and release them. Finally, after her most recent pester (thank you!) I figured it was time to finally do it. And so, after about 25 years of development, Kill is finally ready for release.
As I said, this is definitely not a normal release for me. The vast majority of these levels were built in DOS using a slightly customized version of DEU called KillEd that I had made to practice programming. The levels are old and definitely show their age. While I could have cleaned them up and “remastered” them, so to speak, for the final release, I decided not to. These levels have a huge sentimental and nostalgic value to me, so it didn’t seem right to dramatically change them. These are my history as a mapper, and I with how old they are, I wanted to keep them as close to their original states as possible. As such, the only things I bothered to fix for the release were minor bugs/softlocks, a few texture fixes, and some enemy placement. So expect misaligned textures (I was really bad about this when I was young, partially thanks to how cumbersome DEU was), funky layouts, a bunch of experimentation, and a few “what the hell was she thinking?” moments.
This requires the Ultimate Doom IWAD and a limit-removing source port with BEX support. DSDA-Doom and PrBoom are *NOT* recommended.
You can read a bit more about the background of Kill here on Doomworld:
Zip SHA1: fb30a2ce76ce5738acd0c4214135f54621eb8237
Tarball SHA1: 619193ee87f944828c1de76b066e3ceda9e26285
Version: 1.0
Release Date: 1 March 2021
The Undending is about a guy who just had an unfortunate accident and is now in a sort of repeating personal hell. I originally built this map back in in July/August of 2018 but had never released it until early 2021.
This requires the K8Vavoom engine.
SHA1: 79a04110b064636b792e535f60e18683a8f34bad
Version: 1.5
Release Date: 2 March 2021 (original release: 7 January 2021)
Oops! All Greyboxes! is a fun and quirky community project I hosted where we made maps using only prototyping textures. This was meant to help us focus on gameplay and combat encounters using limited resources, while still making maps that looked cool. Mappers of all skill levels were welcome.
So basically… “Finished and polished gameplay, prototype look.” The end result is 11 awesome levels by 10 authors: Aquila Chrysaetos, Dac, FishyClockwork, Gothic, HUNdebLeonidasX, Luigiman0640, Mary Rose, MFG38, reflex17, and myself.
SHA1: 36924a2b09ce04fcca06ead651355ccbbf799813
Oops! All Greyboxes! v1.5 (ZIP, ~23mb)
Version: 1.1
Release Date: 18 November 2020 (original release: 13 November 2020)
Halls of The Goat Child is a semi-speedmap that I started on a whim. I was needing a break from Quake mapping, but didn’t want to do anything too elaborate. It’s been ages since I’ve done a Doom map in vanilla format, and so I decided it was a good time to scratch that itch. For added fun/nostalgia, and to remove vanilla Doom’s limitations, I decided to do it for Doomsday, an engine I have a soft-spot for.
Unlike my usual maps, this one is short and sweet, taking me about 12 minutes on UV. It gets to the point and doesn’t do anything too elaborate. All in all it took about 22 hours spread out over five days to build, which for me is an incredibly short amount of time.
The original version requires Doomsday Engine v2.0 or later. The GZDoom version requires GZDoom. You will also need the OTEX v1.1 wad file, downloadable here, regarldess of the version.
Note: The GZDoom version looses some of the visual fidelity and general feel of the map. Thus I highly recommend using the Doomsday version whenever possible. The GZDoom is also not kept up to date with bug fixes.
All of the screenshots are from the Doomsday version.
Halls of The Goat Child (Doomsday Version) (ZIP, ~5mb)
SHA1: d04d02ec794ae5025e5cf0e93c0709bebf5b7d06
Halls of The Goat Child (GZDoom Version) (ZIP, ~5mb)
SHA1 (GZDoom): 003629413ebfffd46c3da2ddbfea4fcf38a3c06a
Version: 1.0
Release Date: 9 June 2020
Freaky Panties 2: Boxers or Briefs (FP2) is the spiritual sequel to the original Freaky Panties. Unlike the original, however, FP2 does *NOT* have the dynamic difficulty system. Difficulty is instead handled in a traditional way. This requires GZDoom v4.3 or later.
Freaky Panties 2: Boxers or Briefs (ZIP, ~7.4mb)
SHA1: 770ee8ecabe43049cecaf659dda507cc4c1c9d96
Version: 1.0
Release Date: 10 July 2018
Freaky Panties is an experimental level that adjusts itself to how well you’re playing. If you’re playing well, it will get a bit harder. Likewise, if you start to die too often, it will scale back the difficulty bit by bit automatically. Occasionally the level will also try to gently increase the difficulty back up. Essentially I tried to make the map adjust itself without ever having to set a monster or item to only appear on certain difficulty settings. This requires GZDoom v3.4 or later.
SHA1: 00d26f60e2d379d0833d4e8ed47a48ee800028c1
Version: 1.2
Release Date: 8 November 2018 (original release date was 1 May 2018)
Umbra of Fate is a large single-player level and the prequel to Shadows of The Nightmare Realm. You play as the Doomguy’s dad, who is on his way home from a hunting trip when mysterious things start happening to him. This requires GZDoom v3.4 or later.
Umbra of Fate v1.2 (ZIP, ~40mb)
SHA1: bec8887bb9213e2bd6458e5cad139bd5b4798a9b
Version: 1.0
Release Date: 25 May 2017
Shadows of The Nightmare Realm (SoTNR) is a set of single-player levels influenced by Lovecraft and Quake. The levels take place within the Doomguy’s dreams, which are being manipulated by the Elder Gods. It includes new sounds, new music (written by me), and new graphics. This requires GZDoom v2.4 or later.
SoTNR won an award in the 2017 Cacowards on Doomworld.
Shadows of The Nightmare Realm (ZIP, ~35mb)
SHA1: 72f62e36229b959fd958585c4181cdb76a9afc68
Version: 1.0
Release Date: 19 March 2016
Extreme Terror is a single-player level inspired by the visual style of Far Cry 3: Blood Dragon. It includes new sounds, music (written by me), and graphics. This requires GZDoom.
SHA1: a9650d8ccebdad0ad3c4a0fd475a780b5a649b10
Version: 1.1
Release Date: April 2010
The lone marine up on Phobos wasn’t the only one in trouble the day the invasion started. Another lone marine, who had just transferred into the Arizona Space Marine Starport, also found themselves alone and the base overrun with demons.
One Doomed Marine is a single-player level and requires Doomsday Engine.
One Doomed Marine (ZIP, ~28mb)
SHA1: 0d2fc1370bf36dbff41731495dd087d32530dc53
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