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Please email me with your thoughts and opinions (or any glitches or screw ups that you find). Lastly, I've worked a long time on these. Jumping is considered CHEATING on these levels. I definitely recommend something newer than DOOM 95.ĪLSO, even though I used ZDoom to test my levels, I did not design them with jumping in mind. But last time I used it, my levels didn't work very well on it.
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Personally, DOOM 95 sucks, so I don't use it anymore. Originally, I used DOOM 95 to test all my levels until I found ZDoom. These episodes contain some custom made textures and graphics. Some other notes about the episode that you should know before you play.
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If you download ZDoom or already have it, I would simply download the version that has the bex file imbedded, as it is how I have invisioned these levels. Only newer DOOM engines can support bex files.
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For those that don't know, a bex file alters information about DOOM that ID Software didn't originally feel needed to be altered. One has the bex already imbedded and the other doesn't. There are two versions of my episode available for download. It contains my own level names, story line, par times, and some other minor changes. I've also made a bex file to go with the episode. Not much has changed except that it's been spiced up a bit to be a "normal" DOOM level. Level 1 is the VERY first level that I even attempted. They looked nothing like they do now being that I didn't care about textures or lighting and all three levels had the exact same wall texture and lighting. Level 1, 12, 17, 23, and 30 are some of the very first levels that I made. So in the last 6 months, I busted out the last 18 levels and polished up my first 14.Įither way, here they are. It wasn't until last year (when I only had 14 levels finished), that I realized that I needed to finish them or it would get to be the point when no one cared anymore. That and I only made a level or two about every year and then got bored. That said, that's why it took me 12 years to finish one 32 level episode. I would have been done years ago except that being that I was 15 when I started and am now 27, every time I came back to work on another level, my previous ones seemed unpracticed, bland, childish, and inferior. It progressively gets more difficult and delves deeper into the story (as little as story as Doom has) as it goes on. (A Doom 2.5 if you will.) I also tried to make it look and feel like the original Doom and Doom 2 so that it would feel as if it were part of the series. I put a lot of time and thought into actually making a new episode for Doom 2 and a new chapter of the story. You're not going to be finding BFGs, Rocket Launchers, and Barons in the first few levels.
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It isn't chocked full of so many monsters that only the best can best it. This 32 level episode is NOT a master players only episode. Since then, I've been working on a level here and a level there to complete my very own 32 level episode for DOOM 2.Ī quick note for the more advanced Doom players and a reassurance for those that aren't. (Actually, I've been working on it for a long while.) I started making DOOM 2 levels in 1995. Hello everyone! Here's the finished product of a project that I've been working on for a little while. My personal favorite DOOM engine! Also, all these wads were designed and tested using ZDoom. If you downloaded it before this date, be sure to download it again as there's things I overlooked that people pointed out that didn't work, bugs that needed to be fixed, textures that were missing, etc.