WADs in idGames, BOOM, Singleplayer, PWAD
Eviltech: Soul Of Megawad (compatibility fixed version) with Map32 modifications
classic doom megawad with 34 maps. I started this megawad in 2002! then I abandonned the project and reassumed it in 2011. back in 2002 I made the following maps: 01-11, 21, 23, 26, 70% 0f 24 and the drawing for 25. at that time my computer sucked and I used doome42 for editing, doomed42 is by far the crappiest doom editor ever, it's buggy as hell and too way primitive. it seems that my maps 24 and 25 could'nt be built with it because of its limitations, they crashed every time so I left the project due to dissapointment. In 2010 I dove again in the world of doom and got doombuilder 2 so I made the rest of the levels and corrected some texture misalingments of the old levels. you may notice that the 2002 levels are smaller and simpler, more old schoolish than the new ones witch have more detailing and harder gameplay. The levels take the names of the buenos aires subway stations and most of them have a color predominancy of the respective station. there are 3 episodes: line d (map01-11 and 31) line c (map12-20) line e (map21-30, 32 and 33) This was an idea just to give some cohesion to the wad, some kind of pattern. however this wad contains just classic doom levels and not subways or anything like that. This wad is strongly if not plainly themed on tech bases, i'd say that most of the levels have a shores of hell feeling but without the hell part, some others are more like tech doom2 levels (line c) only levels 12 and 20 are more city themed. There are a bunch of hell levels on the net and those plenty of brown bricks and wood straight lined maps which I'll never enjoy so I tried to make a tribute to the classic techbase themed doom. Every level has been tested under 3 basic conditions: 1- pistol start 2- ultra violence 3- finished with 0% of the secrets
3 episode wad for ultimate doom with the usual tech/hell tech/hell setup with a few exceptions from time to time. This is an expansion from my cbspeed.wad I realeased last August, so the first episode is an updated version of cbspeed with hopefully improved gameplay and layout flow. Episodes 2 and 3 were solely built from scratch. The wad is designed to hopefully give a varied and at times challenging gameplay experience.
Complex 502. Arrival
UAC infantry squad arrives in a remote island complex #502, located on one of the planets in the lived-in space sector. After the "incident" on Mars and the Earth it was completely abandoned. Only one-third of the attendants, security guards and management were able to escape during the invasion. The exact purpose, types of studies and other data on a set of secret ... The detachment is obtained to assess the situation, to get on the transport tunnel to the server stations and make backup copies of the surviving information on special media. Suddenly Center loses contact with all the squad, but an hour later received a message unreadable unidentified enemy and request for assistance. One of the foot soldiers in the reserve mandated urgently to reach the last-place output unit to communicate ... It is my first wad. For experienced players...
Control Center #10
This map was built using no more than 10 sectors! It was started way back during Doomworld's old 10 Sector Contest but never completed in time for the deadline. Difficulties with linedefs, engine quirks, and general impatience lead me to simply abandon it soon after, which was a shame because it was (is!) a really nice map even if I do say so myself! Fast foward almost a decade later, and I've decided to go ahead and polish this up and finish it off once and for all. I hope you enjoy the fruits of my ludicrously-delayed labor! Trust me: It's worth it! ;) Oh, but just a warning (though hopefully at this stage you shouldn't need it): Don't try to hard to 'break' the map. You know what I mean. While I'm pretty sure I've patched up most issues, this map (in its own perverse ways) is about as close as a map can come to legitimately making the Doom engine its bitch! If you try to push it too hard (and sometimes even if you don't), don't be surprised if something goes awry. Try to play honorably (and for god's sake: No keycard or clipping cheats!) and let the map design take you where you supposed to go. For your own sake... and mine! *Nervous whimper* P.S. If you noclip outside the map, you'll notice on the bottom half an inaccessible/unfinished portion. That's right! This was actually going to be even bigger still, originally! I could still finish that area, in fact, but for the sake of my sanity I decided to wrap it up where I did.