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N° 2008ADO
| Paul Corfiatis'crew | e1m1 - e5m1 | Sept 2002 | Release here: Dec 08, 2008 - GZDoom (Zdoom compatible) 2008 - A Doom Odyssey : here is a Gzdoom version (compatible with Zdoom) of a 6 years old pwad, named "2002ADO, v2" This v3.0 was not intended to be a new pwad, but an updated and debugged one (more informations in the html file - link above). I used some high resolution pictures (mostly made or modified by me). Warning: it was not intended to be the best pwad with the best highres pictures. I have simply added and implemented new pictures and features to make it Zdoom specific. I could have heavily modified it, adding Zdoom features here and there, but my main purpose was to debug it. Then, I thought that it was a good occasion to put my nose more deeply and to embed it a little bit. Paul Corfiatis gave me the authorization to release it, using a new name. 2008ADO is an updated version of "2002ADO, v2" |
![]() | Download N° Assault on Alcatraz ! | Lawrence Britt | e2m1 | Nov. 02, 1995 | Release here: Oct 18, 2008 - Gzdoom (Zdoom compatible) Want some minutes of simple pleasure? Welcome with this revamped version made by me, just for the fun ! Ok, it's absolutely not the best pwad ever done... It's veryyyyy old, the architecture is quite simple, but efficient. The gameplay is good, but not that darn fine !!! So... Why have I used so much time to do such a revamp?!? Because the idea was very good, the way to do it was as good, and I had a lot of simple fun while playing it. Plus, the Gzdoom engine is absolutely amazing, and doing work for it is always a good time !!! Finally, what about playing without stress but simple fun and fingers in the nose ? Time to play: 33' |
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N° Epi-Hell
| Paul "Moe" Fleshute | e4m1 - e4m8 | June 21, 1997 | Release here: Dec 16, 2006 - GZDoom (Zdoom compatible) Episode Hell: here is a Gzdoom version (compatible with Zdoom) of a 9 years old deleted pwad. This v2.0 was not intended to be a new pwad, but an updated and debugged one (more informations in the html file). I used some high resolution pictures (mostly made or modified by me). Warning: it was not intended to be the best pwad with the best highres pictures. I have simply added and implemented new pictures and features to make it Zdoom specific. I could have heavily modified it, adding Zdoom features here and there, but my main purpose was to debug it. Then, I thought that it was a good occasion to put my nose more deeply and to embed it a little bit. This pwad was deleted from the cdrom.com archives by Paul himself. Here is what I think to be a valuable pwad, pleasant, with a good gameplay, and free of bug (yes, he gave me the authorization to edit his work). |
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N° ADA2
| Adolf "Gusta" Vojta | e1m1 - e3m2 | April 01, 2003 | Release here: Dec 09, 2006 - GZDoom (Zdoom compatible) Pekelná všehochuť aka ADA 2: here is a Gzdoom version began by me on November and achieved one month and tons of hours later. This v2.1 was not intended to be a new pwad, but an updated and debugged one (more informations in the html file). I used a lot of high resolution pictures (mostly made or modified by me). Warning: it was not intended to be the best pwad with the best highres pictures. I have simply added and implemented new pictures and features to make it Zdoom specific. I could have heavily modified it, adding Zdoom features here and there, but my main purpose was to debug it. Then, I thought that it was a good occasion to put my nose more deeply and to embed it a little bit. I found it HERE, on a Czech site made by Kelvin (Martin Milichovsky) ==> HERE is a html file to let you have a look at some of my changes : before [v1.0] - after [v2.1] <== It's an answer to the ones telling that my v 2.0 was clashing with the old stuff made by Gusta, and that it was better to play with the original version... ==> Dec 14, 2006: Here is a new MAPINFO to allow to listen music while playing ( downloads) |
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N° Zanzan
| Edmundo Bordeu - Paul | Map01-Map04 | Dec 02th, 2003 | Release here: Sept 26, 2006 - GZDoom ZanZan : Originally a TC for ZDoomGL, here is a Gzdoom version made by Pawel Zarczynski (aka Paul) on 8th September 2006, and released on the section "Projects" of the DRD forum. Yes, it's still a project, thus it's fully playable and enjoyable, apart the fact that some bugs and problems are still occuring, like grey monsters (some are still not colored, thus they should be). But I thought that it was so fantastic that it was not correct to wait more for letting you experiment this awesome work. It's NOT Doom. It's something else... You are in a world between Quake II and Half-Life, totally new, using a lot of Zdoom AND GZDoom features. So, it's not playable with another port than Gzdoom. Edmundo and Paul, you are pure genius!!! |
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N° Xtheater III Jive
| Deep - Jack Vermeulen | Map01 | March 18th, 2002 | Release here: Sept 22, 2006 - GZDoom Xtheater III Jive (Debugged version made by me on September 22, 2006 and based on the v III released on 2002 for Doom Legacy). An action packed theater map showing tall and high res textures in various forms, especially beautiful women. Inside, you'll find various theaters using different methods of getting the textures tall without any ugly "horizontal lines" showing. In addition, you'll see the difference HIGH RES images make when scaled. They are crystal clear even close up! It's also fun to play. Find the keys, activate the projectors, kill a few baddies and Enjoy the Show. (Deep) A most recent official version (March 29, 2004) is available ONLY on the DeepSea's site and is also demonstrating an amazing use of slopes for round tunnels. It's much much more interesting, but I suggest the use of this current file before (version III Jive), then the updated version made on 2004 (official v III), so that you will see what can be made to improve wads... What a lesson!!! |
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N° mrq3dm17_gz
| MR_ROCKET | Map01 | Jan 05, 2006 | Release here: Sept 16, 2006 - GZDoom MR.ROCKET'S QUAKE III "The Longest Yard (RE-MAKE FOR DooM). As like the last version, It's not an exact replica or something, the map is a bit linear due to the player scale however I tried to keep the playing field size about the same for good flow, I think it turned out ok. 4 player DM, Q3 tc style map remake for DooM. USING THE LATEST VERSION OF DOOM2.WAD and (GZDOOM with IN OPENGL modes only).. |
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N° Barracks
| J. Madigan | Map01 | May 06, 1998 | Release here: Sept 03, 2006 - GZDoom Due to the size of this level, saving often overloads the buffer. The good news is, there's a remedy. Just play this WAD using BOOM (although BOOM isn't necessary). (Justin) I add that this pwad can't be handled by any other port than GZDoom, due to heavy cheats with the usual editing rules. I tried it with Zdoom, ZdoomGl, Doom Legacy, and none was able to display it correctly, thus GZDoom was absolutely perfect. WARNING: don't use on it any nodes builder. It's already ready for playing it in the best conditions, even without any "glnodes friendly" builder. Any attempt to use another time a nodes builder may corrupt irremediably its display (I used on it ZenNode v1.2 with a special command line). |
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N° Daemon
| Tim Crompton & Jive | Map01 | May, 24 2006 | Release here: August 30, 2006 - Doom Legacy (Gzdoom compatible) A dude, Tim Crompton, sent to me, on January 25, 2006, 2 of his works, without any text file. He asked me to study his work, with the hope to see his work hosted at DLW. I studied particulary "Deamon", intended to be played with Doom Legacy v1.42 I found it so interesting that I edited it deeply and I corrected what had to be corrected, and I have added a lot of new features, like the staircases entirely in 3D. He never replied to my emails. Seriously, I forgot what was exactly made by me and what was made by Tim... I remember, made by me: the staircases, the outside area with transparent floors and 3D floors, particulary, and some structures here and there. But it's not really important. Let us say that it was a coop work, and that Tim made 90% of the map, and me adaptations, modifications when needed, and additions. The timestamp of the wad show us that I finished it on May 24, 2006. Intended to be played with Legacy, it's FULLY playable with GZDoom, thanks to a compatibility of 100% with this map. |
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N° Sapphire
| Daniel "Tormentor667" Gimmer | Map01 | May,
1st 2006 | Release here: July 18, 2006 - GZDoom [SinglePlayer | GZDoom 1.0.0.4+] Sapphire - Orbital Research - This is a medium sized map based on a space station, a research facility for engines powered by simulated black holes, maintained by the Sapphire Corps. A new map just created in about (!) 3 weeks, Sapphire was meant to be only a simple test with my "2MBROWN" texture wad but as I was working on the map itself, it just started growing bigger and bigger and now... it's finished and a mid-size singleplayer/coop experience for you out there. Included are 3D Floors, new palette, new music, true color textures, 360° skybox and many other nice goodies... prepare for the Sapphire Orbital Research Space Station ;) |