Doom WADs b


B-JAIL11.ZIP

Title
JAIL11.WAD ver 1.1
Filename
B-JAIL11.ZIP containing JAIL11.WAD
Size
34Kb
Author
Roland Sander
Email Address
sander@ps1405.phys-chemie.uni-marburg.de

Play Information

Game
DOOM I
Episode and Level
E1M1
Modes
Single/Co-op/Deathmatch
Difficulty Settings
Yes
New resources
None
Demos Provided
None

Construction

Base
New level from scratch
Editor(s) used
DEU 5.1 and 5.2, BSP 1.1x
Bugs Found
None.

Other Info

Copyright/Permissions
Authors may NOT use this level as a base to build additional levels. You MAY distribute this WAD, provided you include this file, with no modifications. You may distribute this file in any electronic format (BBS, Diskette, CD, etc) as long as you include this file intact.
Where to get this WAD
infant2.sphs.indiana.edu, ftp.uni-paderborn.de, ftp.cdrom.com

The Review

This is level consists of a large STARTAN building in a larger yard, surrounded by an acid moat. The level is rather tacky, with misaligned textures, overuse of STARTAN-like textures, and various hidden switches and doors necessary to complete the level.

There are quite a few opposition, but plenty of ammo, with beserk and chainsaw just in case. There are some nasty fights, but none too troublesome. You get 2 invulnerabilities to fight the cyberdemon, even if you do have to kill him mainly with shells and bullets.

There is a nice area full of barrels - you can't shoot them, so you have to pick your way between barrels, punching the roaming demons. But aside from that there is little to recommend this level.

Difficulty
4
Size
5
Architecture
3
Interest
4
Overall
3

B-LOCK.ZIP

Title
balllock.wad v1.51
Filename
B-LOCK.ZIP containing BALLLOCK.WAD
Size
24Kb
Author
Jeff Blank
Email Address
jfblank@picard.infonet.net

Play Information

Game
DOOM I
Episode and Level
E2M1
Modes
Single/Co-op
Difficulty Settings
Yes
New resources
None
Demos Provided
1 (for v1.3)

Construction

Base
New level from scratch
Editor(s) used
DEU 5.0-5.21gcc, BSP v1.1x
Bugs Found
One missing texture the player can never see.

Other Info

Copyright/Permissions
Authors may use this level as a base to build additional levels, as long as I get a little credit somewhere. You MAY distribute this WAD, provided you include this file, with no modifications. You may distribute this file in any electronic format (BBS, Diskette, CD, etc) as long as you include this file intact.
Where to get this WAD
infant2.sphs.indiana.edu, ftp.cdrom.com

The Review

This is a small level in the Knee-Deep style. The architecture is a bit odd in places, but there were no major bugs. There is a nice room similar to the acid room at E1M1 of the original Knee-Deep, with a zig-zag path across it. But otherwise the rooms had little decoration.

The level is tricky to play. The main area is a fairly easy fight, but it is connected to a number of other areas by teleports. You should fully explore the main area before teleporting, otherwise you won't have enough weapons to survive those fights. If you do it in the right order, there should be no problem, and there is a computer map to help find secrets. There are a couple of nasty traps, but nothing too bad.

Difficulty
5
Size
3
Architecture
4
Interest
5
Overall
4

Nothing fundamentally wrong, but not enough right either.


BAAL2.ZIP

Title
Temple of Saturn
Filename
BAAL2.ZIP containing BAAL2.WAD
Size
29Kb
Author
Bob Delorme
Email Address
baal@python.iii.net

Play Information

Game
DOOM I
Episode and Level
E2M1
Modes
Single/Co-op/Deathmatch
Difficulty Settings
Yes
New resources
None
Demos Provided
None

Construction

Base
New level from scratch
Editor(s) used
DoomCad 4.3
Bugs Found
Some monsters stuck in walls, each other or outside the map.

Other Info

Copyright/Permissions
Authors may use this level as a base to build additional levels. You MAY distribute this WAD, provided you include this file, with no modifications. You may distribute this file in any electronic format (BBS, Diskette, CD, etc) as long as you include this file intact.
Where to get this WAD
ftp.cdrom.com, ftp.orst.edu

The Review

This is a smallish level in the Inferno style - I think it should really have been E3M1. The level is centred around a wood panelled maze. This maze is quite well done, with barrels, torches and a pool to add variety. There is also an acid maze - the light level was nice and dim, but the acid ceiling texture looked weird (well, I suppose it is an Inferno style level).

The level had a few nice rooms, but was spoilt by some glaring tutti fruiti. There were also a lot of misaligned textures. These rather spoil the atmosphere of the level.

The level is quite nice to play, with barrels helping to liven up fights. But there are too few opposition. The only concentrated opposition are in the acid maze, but by then you'll have the rocket launcher.

The other problem is that you have to find at least one unmarked teleport to get one of the keycards. This is in a corner of a small trap that opens, but it is totally unmarked, and there are no goodies nearby to draw you in. I never found it - instead I accidentally drew some monsters to the back door to the keycard area (I couldn't get in the front without the key), and they let me in from the inside! All's well that ends well, I suppose.

Difficulty
3
Size
4
Architecture
4
Interest
4
Overall
4

If the various problems were cleared up, an OK E3M1 replacement.


BAAL3_1.ZIP

Title
Baal 3_1
Filename
BAAL3_1.ZIP containing BAAL3_1.WAD
Size
31Kb
Author
Bob Delorme
Email Address
Baal@python.iii.net

Play Information

Game
DOOM I
Episode and Level
E2M1
Modes
Single/Co-op/Deathmatch
Difficulty Settings
Yes
New resources
None
Demos Provided
None

Construction

Base
New level from scratch
Editor(s) used
DoomCad 4.3
Bugs Found
There is one serious unclosed sector problems. I noticed nothing specific at that place, but throughout the level there were minor display glitches (odd vertical lines, usually due to poor NODES). At one place there was some HOM and leaking textures if you looked at a wall at a certain angle. The REJECT was not built; the level was a bit slow in places, but not seriously so.

Other Info

Copyright/Permissions
Authors may use this level as a base to build additional levels. You may distribute this file in any electronic format (BBS, Diskette, CD, etc) as long as you include this file intact.
Where to get this WAD
ftp.cdrom.com

The Review

This is a Shores of Hell style level. The level is not badly designed, with a nice box room, computer panels etc. But some of the areas look out of place (e.g SKIN wallpapers and red rock at an otherwise industrial level. Some effort had been made to get vertical texture alignment right, but then horizontal texture alignment was poor (some plain walls had been broken up into lots of short segments, so making a mess of textures horizontally). There is a nice maze though, with good lighting.

The level is very easy. You get the shotgun and rocket launcher early on, and there are plenty of shells. The worst opposition are a few cacodemons. There are some (very weak) traps, and some secrets too (you won't need them).

Difficulty
2
Size
4
Architecture
4
Interest
5
Overall
4

Much too easy.


BADMOOD.ZIP

Title
Bad Mood Wad
Filename
BADMOOD.ZIP containing BADMOOD.WAD
Size
82Kb
Author
Christophe Demange
Email Address
demange@univ-mlv.fr

Play Information

Game
DOOM I
Episode and Level
E1M1
Modes
Single/Deathmatch
Difficulty Settings
Yes
New resources
New Graphics, New Music
Demos Provided
1, 2 and 3

Construction

Base
New level from scratch
Editor(s) used
DEU, DEUTEX
Bugs Found
None.

Other Info

Copyright/Permissions
Authors may use this level as a base to build additional levels. You may distribute this file in any electronic format (BBS, Diskette, CD, etc) as long as you include this file intact.
Where to get this WAD
ftp.jussieu.fr, ftp.ibp.fr, ftp.cdrom.com

The Review

This level is an odd mix of grey corridors and rooms, and some green marble, red brick, and wooden Inferno style rooms. It is a fairly abstract collection of rooms, with quite a few one way doors and teleports. There were unpegged doortracks and some tutti fruiti. But mainly the level suffered from being rather bland, with lots of grey rooms, and little decoration.

The level is odd to play. I suggest you save regularly, since there are several places where you get get completely stuck. Some of the traps are very nasty too. But the normal opposition are fairly weak, and later on you get the plasma rifle, which makes the other areas simple too. Loads of ammo is provided, and while the final area is packed with monsters (including a cyberdemon), you can grab an invulnerability and run past.

A new title screen is included, which is the original title screen but altered to a single colour (red). A new header for the doom menu is provided, which is the original menu header with the letters rearranged to say MooD, and the word Bad above it. There are 3 demos, and new music too.

Difficulty
5
Size
5
Architecture
3
Interest
2
Overall
3

BAK2HELL.ZIP

Title
Back To Hell
Filename
BAK2HELL.ZIP containing BAK2HELL.WAD
Size
752Kb
Author
David Seager
Email Address
dave.seager@st-hughs.ox.ac.uk

Play Information

Game
DOOM I (E3M8 cannot be completed in Doom ][)
Episode and Level
E3M1, E3M2, E3M3, E3M4, E3M5, E3M6, E3M7, E3M8, E3M9
Modes
Single/Co-op/Deathmatch
Difficulty Settings
Yes
New resources
New Graphics
Demos Provided
1, 2 and 3 (for v1.666)

Construction

Base
New levels from scratch
Editor(s) used
DEU 5.21 GCC, BSP 1.1x, RMB 2, DEUTEX 2.1, TED
Bugs Found
WinDEU found no real errors at any of the levels, just some of the special effects it didn't understand. Many of the levels were rather slow, though the REJECTs were built.

Other Info

Copyright/Permissions
Authors may NOT use this level as a base to build additional levels. You MAY distribute this WAD, provided you include this file, with no modifications and make no charge for doing so. You may distribute this file in any electronic format (BBS, Diskette, CD, etc) as long as you include this file intact. This WAD and all accompanying files remain copyright 1995 D J Seager.
Where to get this WAD
ftp.cdrom.com

The Review

This is a complete replacement for the Inferno episode, in the same style as the original. In the accompanying TXT there is an unusual intro story - it could easily have done for the plot for Doom ][.

All the levels are quite well thought out, and some are quite complicated in places. There are some very nice features at many of the levels, and some of them are quite stylish. Lighting was well done, giving the levels some atmosphere that made up for some of their other shortcomings. There were also some special effects, like walking in air.

But the levels all suffer from being slow, and there was not enough attention to detail. There were unpegged doortracks, and occasional misaligned and mismatched textures throughout the episode. Also, the author has deliberately unpegged some textures at the sides of lifts, to make the side move with the lift - I prefer them not to move, but I suppose having them moving is valid.

E3M1 is a nice start to the episode, with some good rooms, and a nice network of dark tunnels. The light levels are well judged, and the tunnels are quite atmospheric. A good E3M1 replacement.

E3M2 has some impressive rooms, including a nice set of jagged lava vents (they were almost as good as those at Duke Nukem level 4, which is good going for a Doom level). The level is much like The Chasm (Doom ][ MAP24); there are a few of those 'balance along a thin walkway high above an acid floor' things, though not as long as the ones in Doom ][ fortunately; and also some of those characteristic keydoor markers (short post with the keydoor symbol on in front of the door). It is a bit slow in some areas, but not too bad.

E3M3 is based around a river. You have to get a key from a hellish town spanning the river. Initially you enter along the river, and have a nasty fight surrounded by imps and shotgun men. But once you get into the buildings, the opposition are fairly easy. Some of the areas are quite intricate, with blocks of buildings.

This level runs rather slowly, especially in the central area, but the opposition are weak enough that this isn't too bad. However, the intricate clusters of buildings are not matched by attention to detail - there were lots of mismatched and misaligned textures, and the cramped rooms inside buildings were odd sizes and shapes, causing more odd texture mismatching.

E3M4 is centred on a large circular pit, with stairs spiralling up around its sides. Most of the action takes place away from the pit, fortunately, since this area is rather slow. This level has some nasty areas, but plenty of health and ammo to deal with them. One of the demos is a complete run through of this level.

E3M5 is a bit of a mixture. The level starts in a system of caves, but you soon enter an industrial complex (complete with some nice moving machinery). This area is quite nicely done, but would look better in a Shores of Hell style episode. The other area is a more high-tech area, which also looks out of place.

E3M6 is ominously named "Fist Fight" in the accompanying TXT file. But since you already have the chainsaw by this point, using your fist, even with the beserk pack provided, is fairly pointless. There is very little ammo, but the opposition are mainly basic, and generally you can get by. The level is a bizarre collection of buildings, which you conquer in turn; the buildings are a bit mismatched in styles.

E3M7 is more like the original E2M5 of the original Doom. It is a large level, with a lot of nasty traps and plenty of opposition. You'll have to get the opposition fighting each other to be able to get through some areas. There is a cyberdemon, who can be mostly ignored.

E3M8 is a large cavern with a spiderdemon to defeat - but there is plenty of cover, and you have plenty of ammo, so this is easy.

All the levels have plenty of traps and the odd secret. Weapons were arranged sensibly, with plamsa rifle and BFG only available at later levels. Ammo was nicely judged - given that Fist Fight is E3M6, it was pretty good ammo judgement that I still entered it with full bullets, only half shells and the odd rocket, so I was forced to use the chainsaw.

The early levels are fairly easy. At one I left with 200% health and 2 superchargers behind me. While the ammo was well judged, for all the levels except Fist Fight there was never any need to worry about ammo. While there are some good fights, you usually end up with space to fight in. E3M7 is harder than the others, but you get plamsa rifle and BFG to help.

New graphics are included. These are mainly small overlays personalising the existing graphics - e.g new computer screens and panels, and a mini spiderdemon pasted onto the front of a door texture! It is a pity the author did not use these throughout the episode, to help enhance the episode's style.

Difficulty
5
Size
9x(4-8)
Architecture
5
Interest
7
Overall
6

Overall, a good episode, but let down by lack of attention to detail. Nice and atmospheric, but not enough difficulty to back it up. A big download too.


BAKAROO1.ZIP

Title
Bakaroo1.wad
Filename
BAKAROO1.ZIP containing BAKAROO1.WAD
Size
27Kb
Author
Author did not say
Email Address
Author did not say

Play Information

Game
DOOM I
Episode and Level
E1M1
Modes
Single/Co-op/Deathmatch
Difficulty Settings
Not implemented
New resources
None
Demos Provided
None

Construction

Base
New level from scratch
Editor(s) used
DEU 5.1
Bugs Found
There are major unclosed sector errors, lots of HOM, random holes appearing in walls, wall textures leaking into ceilings, and odd vertical lines of a different colour.

Other Info

Copyright/Permissions
Authors MAY use this level as a base to build additional levels as long as they give me credit and notify me. You MAY distribute this WAD, including this file, with no modifications. You may distribute this file in any electronic format (BBS, Diskette, CD, etc) as long as you include this Text-file intact.
Where to get this WAD
ftp.cdrom.com

The Review

I can understand why the author of this WAD wanted to stay anonymous. I was going to say that this WAD has only one thing going for it - that Doom does actually run it - but given its poor quality even that is a doubtful advantage.

This level is best described as a random collection of misshapen STARTAN rooms. There are texture misalignments despite this simplicity. The level is rife with bugs, which mean there are few rooms without some kind of display problems. Many rooms are connected by unmarked teleport lines draped randomely across them.

There are quite a few opposition packed into some of the rooms, but there are lots of soul spheres and blur artefacts provided, and even a few invulnerability spheres. All the weapons except BFG are present, and there is far too much ammo.

Difficulty
3
Size
3
Architecture
2
Interest
1
Overall
1

BAMSE.ZIP

Title
The Lair of Bamse Bear
Filename
BAMSE.ZIP containing BAMSE.WAD
Size
61Kb
Author
Rune Andersson
Email Address
Author did not say

Play Information

Game
DOOM I
Episode and Level
E1M1
Modes
Single/Co-op/Deathmatch
Difficulty Settings
Yes
New resources
New Graphics
Demos Provided
None

Construction

Base
New level from scratch
Editor(s) used
DEU 5.21, idBSP 1.1, WINTEX 4.2
Bugs Found
None.

Other Info

Copyright/Permissions
Authors may not use this level as a base to build additional levels. You may distribute this WAD, provided you include this file, with no modifications. You may distribute this file in any electronic format (BBS, Diskette, CD, etc) as long as you include this file intact.
Where to get this WAD
ftp.cdrom.com

The Review

This is a Knee-Deep style level. A bizarre plot is included in the accompanying TXT - something to do with the title.

The level has no major design flaws - textures were generally aligned properly. But the level was generally bright, and rather bare of decoration. The level also had a bizarre area with a crushing ceiling with red rock sides and an acid ceiling. There are new graphics, which are a series of pictures of teddy bears; presumably has something to do with the strange plot.

Play consists of teleporting between two areas which are almost mirror images of each other - one holds the keys, behind closed cages, and the other holds the switches to open the cages, also behind cages. There are various small side areas which gain access to these switches. All are very easy - the worst opposition are a few cacodemons and a baron - and there is plenty of ammo, health, and space to fight with.

Difficulty
2
Size
4
Architecture
5
Interest
4
Overall
4

BARREL2.ZIP

Title
Barrel Version 2.0
Filename
BARELL2.ZIP containing BARREL2.WAD
Size
54Kb
Author
Cameron Newham
Email Address
cam@iinet.com.au

Play Information

Game
DOOM I
Episode and Level
E1M1
Modes
Single/Co-op
Difficulty Settings
Yes
New resources
None
Demos Provided
None

Construction

Base
New level from scratch
Editor(s) used
DEU 5.0, BSP1.1, DEU 5.1b4
Bugs Found
WinDEU reported an unclosed sector error, but I couldn't find what it was moaning about. The REJECT was not built; the author warns it may run slow on 386's, but it seemed plenty fast enough to me.

Other Info

Copyright/Permissions
Authors may NOT use this level as a base to build additional levels. You MAY distribute this WAD, provided you include this file, with no modifications. You may distribute this file in any electronic format (BBS, Diskette, CD, etc) as long as you include this file intact.
Where to get this WAD
ocf.unt.edu, bear.montefiore.ulg.ac.be, ftp.iinet.com.au, ftp.cdrom.com

The Review

This is a really puzzling level in the Knee-Deep style. From the first room, where you must fight 8 imps on a small landing by an acid lake using only your pistol and a barrel, I knew this level was something special.

I review a lot of levels which contain basic errors that can prevent you completing the level, so I almost gave up at the first room of this level when I was stuck there for 10 minutes. I am glad I persevered! The level contains a brilliant array of tricks, traps and puzzles. Throughout the level you'll have to do as much thinking as fighting.

The author makes extensive use of barrels, and their ability to trigger lines and teleport, so watch out and save often. I suggest that you cycle through at least 3 save slots, since there are lots of places you can get stuck if you do things in the wrong order.

You play much of the level with just your pistol (you'll soon run out of ammo for that though) and fists - your first objective must be to find the chainsaw. There are some good fights with chainsaw against imps and spectres. Later on, you get the chaingun in a frantic rush past 2 barons, in another good fight. After that you get the shotgun, and the level at last settles down to a more regular pattern, though still with some good fights and traps.

Unfortunately, the architecture is not up to the same standard. The level is consistently Knee-Deep styled, and there are some nice rooms. But the doortracks are all moving. And some of the rooms are a bit - well, I don't know, just not stylish enough. There are also one or 2 tacky places - like using a switch texture on a wall too short deliberately to make it look light a light. Excepting the doortracks, these are all minor drawbacks, but it is a shame the architecture doesn't match the tricks and traps. There was also some texture misalignment.

Difficulty
7
Size
5
Architecture
5
Interest
9
Overall
7

If you to fill a couple of hours with a really puzzling WAD, this is it!


BARON.ZIP

Title
Baron Barbeque
Filename
BARON.ZIP containing BARONBBQ.WAD
Size
31Kb
Author
Kevin Aagaard
Email Address
Nicole.Aagaard@m.cc.utah.edu

Play Information

Game
DOOM I
Episode and Level
E2M5
Modes
Single
Difficulty Settings
Not implemented
New resources
None
Demos Provided
1 provided in separate .LMP inside the ZIP

Construction

Base
New level from scratch
Editor(s) used
Deu 5.21 GCC, BSP, REJECT.EXE v 1.0.0
Bugs Found
The REJECT was built using the program REJECT. But the distance specified to REJECT was so small that often monsters only a few feet away would neither see nor shoot at you.

Other Info

Copyright/Permissions
Authors MAY NOT use this level as a base to build additional levels. You MAY distribute this WAD, provided you include this file, with no modifications. You may distribute this file in any electronic format (BBS, Diskette, CD, etc) as long as you include this file intact.
Where to get this WAD
ftp.cdrom.com

The Review

This is an Inferno style level - E3M1 would have been a more appropriate place for it. The level is a bizarre arrangement of mismatched and oddly shaped rooms. There are lots of secret doors, mainly showing up as gaps on the map; many of these are required to complete the level. There was tutti fruiti; most of the rooms just looked tacky.

The level is fairly easy - all the weapons are available, so once you have a few the monsters are no real problem. There are no traps, and the opposition are mainly imps and cacodemons. There is plenty of ammo and health. There is a cyberdemon, but there is an invulnerability and BFG9000 to help, and you don't have to kill him. The level would be harder, but most of the monsters are pacifist at any distance over a few 'feet' (they can't see you, and won't shoot at you, until you get very close - see bugs above).

Difficulty
3
Size
4
Architecture
2
Interest
3
Overall
2

BASAKWRD.ZIP

Title
BassAckward
Filename
BASAKWRD.ZIP containing BASAKWRD.WAD
Size
54Kb
Author
John S. Gabe
Email Address
jackgabe@ezin.net

Play Information

Game
DOOM I
Episode and Level
E2M1
Modes
Single/Co-op/Deathmatch
Difficulty Settings
Yes
New resources
None
Demos Provided
None

Construction

Base
New level from scratch
Editor(s) used
DETH 3.7, ZenNode 0.97a
Bugs Found
WinDEU found an unclosed sector, though I did not notice the particular spot in play.

Other Info

Copyright/Permissions
Authors MAY use this level as a base to build additional levels. You MAY distribute this WAD, provided you include this file, with no modifications. You may distribute this file in any electronic format (BBS, Diskette, CD, etc) as long as you include this file intact, AND send the author a copy.
Where to get this WAD
ftp.cdrom.com

The Review

This is a Knee-Deep style WAD. Indeed, most of the level is decorated with BROWN1 and STARTAN, making it rather dull. The level is divided into a maze of BROWN1 corridors, and the end area.

The brown corridors are long and dull. The opposition are weak, and you soon get weapons. Moreover, many of the walls between tunnels and the few small rooms are wafer thin walls (2-sided lines made impassible with normal textures on both sides). These are a pain, because you can't slide along them, and they haven't been made to show on the map. This makes navigating the level awkward.

The end area is a nice basic idea, with 3 long corridors lined with lamps meeting at a hexagon. But being decorated in STARTAN spoils the effect. The side areas are weak. There is a frustrating room, where you have to jump between a series of very thin pillars, slowly climbing up to an alcove - I gave up in frustration and used IDSPISPOPD. The opposition are still weak, and there is plenty of ammo.

Difficulty
3
Size
5
Architecture
4
Interest
3
Overall
3

BASE.ZIP

Title
The REAL Military base
Filename
BASE.ZIP containing BASE.WAD
Size
105Kb
Author
Jon Paynter
Email Address
jon@halcyon.com

Play Information

Game
DOOM I
Episode and Level
E1M1
Modes
Single/Co-op/Deathmatch
Difficulty Settings
Yes/Not implemented
New resources
None
Demos Provided
None

Construction

Base
New level from scratch
Editor(s) used
DEU 5.21, BSP, IDBSP
Bugs Found
The level is very slow in the outdoor areas, and fairly slow inside, even though the REJECT is built. There is a red keycard, but no red keydoor.

Other Info

Copyright/Permissions
Authors MAY use this level as a base to build additional levels. You MAY distribute this WAD, provided you include this file, with no modifications. You may distribute this file in any electronic format (BBS, Diskette, CD, etc) as long as you include this file intact.
Where to get this WAD
ftp.cdrom.com

The Review

This is a large Shores of Hell style level. The level consists of a huge yard, containing a huge central building and 4 towers around it. The level is very slow in this outdoor area.

The towers are have lots of niches protected by shoot-through walls, with imps and cacodemons that shoot at you and are a pain to kill. Once you get inside the towers (they have entrances, though frustratingly most of these are unmarked and don't show up on the map), they contain very few opposition, tons of ammo, and all weapons 3-6.

The central building is the real challenge. Around the outside are a number of niches with barons (fortunately you can see these) which shoot at you in the yard. The fight in the yard is tricky, with lots of enemies in the turrets and the barons shooting at you, but you can slowly clear the turrets and make life easier.

Again there are entrances - the one that shows up on the map is a dummy though, which leads you to a dead end with a cyberdemon, so look for the one opposite it. Inside is almost a level in itself - there are lots of barons and sergeants, but with the huge amount of ammo and weapons, there are not too problematic. Beware though, because I got stuck in one place and had to restore.

Throughout the level there are some nasty fights against barons - there are 65 of them in total, and plenty of other opposition too in the central building. The end fight, where an extra 40 barons are released into the yard, is a great battle too. But since you have huge numbers of rockets, and loads of cells (and a BFG from the central building), even 40 barons aren't too hard to deal with in a large yard.

The level is badly let down by its terrible architecture though. The turrets are oddly decorated in ASHWALL, and the shoot through walls make it a pain to kill the opposition in niches high up which you cannot see. There is serious tutti fruiti in the turrets. Misaligned and mismatched wall and floor textures were rife. The exit building is decorated in blue lights on the outside, which pixellate badly at any distance, and looks tacky anyway. There were obvious errors, like a normal texture of DOORTRAK in a doorway which was 'pulled up' as the door opened like a veil. Also there was a door with a sky ceiling. There was also a red key, but no red keydoor!

Difficulty
6
Size
8
Architecture
3
Interest
5
Overall
4

This level is a real battle, but is let down by basic errors in design. It is also slow.


BASE2.ZIP

Title
BASE.WAD
Filename
BASE2.ZIP containing BASE.WAD
Size
67Kb
Author
Brian Gemborys
Email Address
bgembory@hawk.anselm.edu

Play Information

Game
DOOM I
Episode and Level
E1M1
Modes
Single
Difficulty Settings
Not implemented
New resources
None
Demos Provided
None

Construction

Base
New level from scratch
Editor(s) used
DoomEd 4.2
Bugs Found
As with many DoomEd levels, the REJECT is corrupt, leading to some pacifist monsters (generally not too many to detract seriously from the level, I only noticed in a couple of places). WinDEU found lots of unclosed sectors, and some monsters stuck in walls.

Other Info

Copyright/Permissions
Authors may not use this level as a base to build additional levels. You may distribute this level as you wish in any format available as long as this text file is included.
Where to get this WAD
ftp.cdrom.com

The Review

This is a Knee-Deep style level. You start outside on a helipad with a nice view of the outside of the base; this is only slightly marred by the use of STARTAN and CEIL3_3 which IMHO are better as indoor textures.

The level is a mix design-wise. Light levels are generally good, and there are some nice lighting effects. There are quite a few nice rooms, inculding some good little box rooms. But there are lots of minor defects, like misaligned textures, and one annoying door which has a door-and-a-bit because it is too large for its texture. And several keydoors are missing the coloured stripes.

The level is pretty simple to play; there are a few barons, but only after you are given the rocket launcher and ammo for it. There were virtually no traps; mostly the opposition are sergeants and imps, and make fairly easy shotgun practice. I left with 200% health, and an invulnerability, soul sphere and a blue armour behind me, as well as dozens of health boxes. The level is made easier by some pacifist monsters (they don't see or shoot you - but mostly the opposition were so weak they never got the chance anyway!).

Difficulty
3
Size
5
Architecture
5
Interest
4
Overall
4

BASILICA.ZIP

Title
Basilica
Filename
BASILICA.ZIP containing BASILICA.WAD, BASSPOIL.TXT, NWT.EXE, BASILIC1.BAT, BASILIC2.BAT, BASILIC3.BAT, BASDEMO.WAD
Size
333Kb
Author
Robert Kry
Email Address
robert.kry@yale.edu

Play Information

Game
DOOM I
Episode and Level
E1M1
Modes
Single
Difficulty Settings
Not implemented
New resources
New Graphics, New Sprites, New Flats, New Music
Demos Provided
1 provided in BASDEMO.WAD inside the ZIP

Construction

Base
New level from scratch
Editor(s) used
Deth 3.92, WARM 1.6, Neopaint 3.2, NWT 1.3, Midi2Mus
Bugs Found
None.

Other Info

Copyright/Permissions
Authors MAY use this level as a base to build additional levels provided you credit me with creating the original level and that you say the level you've made is a modified version of my original level. Particularly, feel free to make the level suitable for co-op/deathmatch play or add more difficulty settings. You MAY extract my original artwork from this level and use it for other levels. Please provide credit as appropriate. Please obtain the permission of the original authors before reusing the non-original artwork and music.
Where to get this WAD
pantheon.yale.edu/~rkk6/basilica.html (via WWW), ftp.cdrom.com

The Review

This level is based around a large cathedral or monastery. The file is large to start with, since there are new graphics and music. But also there are new sprites and flats, so you have to use a utility to merge the flats and sprites from Doom WAD with these in order for them to work. NWT.EXE which is supplied with the WAD is just such a tool, and there are batch files supplies to automate the process. This had better be good, I thought bitterly, as I scrambled round my hard drive from a DOS prompt desperately seeking things to delete to make space.

And trust me, it is worth it. The level is visually stunning, with large numbers of new graphics that create a unique style and atmosphere. Importing stained glass windows may be predictable for a church setting, but importing sprites for candles, and graphics especially for graves and crosses really give this level style. The outdoor areas, with fountains, stone paths, and graves is very impressive.

Lighting was well done too, and replacing the sky with a night sky helps really give this level the feel of a haunted church. The imported graphics make the level feel more like Heretic.

Game play is a bit more mixed. The REJECT was built, ensuring that the level was resonably fast despite its complexity, but it is just a little slow in places. But the opposition are fairly weak - mostly it is imps and sergeants. There are a few nice traps, but they are not too difficult. On their own, this opposition would be about a 5 for difficulty.

The real difficulty is the puzzles. To complete the level, you have to find 3 switches. All are in areas that I would have normally classed as secrets. Some are OK, but some are frustrating - opening a door somewhere back near the start of the level is a bit of a pain to go looking for. Also, shooting a strange symbol is a quite valid way of activating a secret; but when there are over 50 small crosses at a level, being expected to try shooting them all to find the right one is perhaps a bit frustrating. And I got a little annoyed when I spent half an hour searching for a keycard, to discover that the author had changed the sprite to look more like an old key - so I had already got it, but it was gray and didn't show up well on the status bar.

If you like puzzle levels, where you may have to search for tricks to find the way forward, then you'll love this. There are lots of nice secrets, and a good range of secrets from easy to hard. If you want continuous action, then even this level's stunning graphics may not make up for the huge gaps in play while you puzzle out the way forward. But for the fast-paced-action-fanatics amongst us, we can always read BASSPOIL.TXT, which contains complete instructions on how to complete the level, and a complete guide to the secrets too :-).

Difficulty
7
Size
7
Architecture
10
Interest
7
Overall
9

Great graphics. But a large level, and more puzzles that really good fights.


BASTARD3.ZIP

Title
BASTARD3.WAD
Filename
BASTARD3.ZIP containing BASTARD3.WAD
Size
134Kb
Author
Ben Lagow (levels 1 and 3) and Mike Arnett (levels 1 and 2)
Email Address
gambit@uxa.cso.uiuc.edu, marnett@uxa.cso.uiuc.edu

Play Information

Game
DOOM I
Episode and Level
E1M1, E1M2, E1M3
Modes
Single/Co-op/Deathmatch
Difficulty Settings
Yes
New resources
None
Demos Provided
None

Construction

Base
New levels from scratch
Editor(s) used
DEU 5.0, 5.1, and 5.21; BSP 1.1x
Bugs Found
Some missing textures, but none that were important or could be seen. WinDEU also reported an unclosed sector, but I could find no problems.

Other Info

Copyright/Permissions
Authors may NOT use these levels as a base to build additional levels, nor may it be included in an episode package, without permission of the authors.
Where to get this WAD
infant2.sphs.indiana.edu, wuarchive.wustl.edu, ftp.cdrom.com

The Review

This is a collection of 3 levels in the Shores of Hell style.

E1M1 is a rather tacky level, with an odd mixture of blockish modern gray cement buildings and wooden ones, all surrounded by a wall of SKINSYMB. There are lots of mismatched and misaligned textures. There is far too much health and ammo, and just a few very minor traps.

E1M2 is a maze of dark tunnels containing pipes. Oddly, the pipe texture with the green or red flash is often mixed with the plain pipes, but not in tunnels with acid floors - this looks a bit tacky IMHO. There are still texture misalignments. The opposition are no stronger, though the dark tunnels make the sergeants more dangerous. But with lots of beserk packs there is still plenty of health, and of ammo. The various texture problems are a shame, because they spoil the otherwise good atmosphere of the tunnels.

E1M3 is better, with a not bad room with crates, and a nice outdoor area. There are quite a few secrets at this level, and some nice traps. But these are still pretty easy, and there is plenty of health and ammo still. The more complicated architecture makes the texture misalignments more obvious.

Difficulty
3
Size
3x(3-5)
Architecture
4
Interest
5
Overall
4

BCDEATH1.ZIP, BCDEATH2.ZIP, BCDEATH3.ZIP, BCDEATH4.ZIP, BCDEATH5.ZIP, and BCDEATH6.ZIP; also BS_L21.ZIP and BS_L22.ZIP

Title
BCDEATH
Filename
BCDEATH1.ZIP containing BCDEATH1.WAD, BCDEATH2.ZIP containing BCDEATH2.WAD, BCDEATH3.ZIP containing BCDEATH3.WAD, BCDEATH4.ZIP containing BCDEATH4.WAD, BCDEATH5.ZIP containing BCDEATH5.WAD, BCDEATH6.ZIP containing BCDEATH6.WAD; BS_L21.ZIP containing L21.WAD, BS_L22.ZIP containing L22.WAD
Size
274Kb
Author
Brian Sparks and Craig Sparks
Email Address
csparks@kuhub.cc.ukans.edu

Play Information

Game
DOOM I
Episode and Level
BCDEATH1.WAD - E2M1, BCDEATH2.WAD - E2M2, BCDEATH3.WAD - E2M3, BCDEATH4.WAD - E2M4, BCDEATH5.WAD - E2M5, BCDEATH6.WAD - E2M6
Modes
Single/Co-op/Deathmatch
Difficulty Settings
Yes
New resources
None
Demos Provided
None

Construction

Base
New level from scratch
Editor(s) used
DEU 5.2
Bugs Found
Some display problems, with holes appearing in walls, and HOM. WinDEU reported no problems, so I assume these are due to poor node building.

Other Info

Copyright/Permissions
You may do what you want with these files, provided you credit the original authors.
Where to get this WAD
ftp.cdrom.com

The Review

These are a set of WAD's each replacing one of the Shores of Hell levels. They are all in a similar style - I would say they are all similar to E1M9 in style.

I found that L21.WAD was the same as (or perhaps a slightly earlier version of) BCDEATH1.WAD, and L22.WAD was the same as (or perhaps a slightly earlier version of) BCDEATH2.WAD.

The levels are all designed primarily for deathmatch, but single play has been catered for properly as well. You do notice that there is very little health, and plenty of ammo and weapons normally.

There are lots of minor defects with these levels - ceilings on doors were often poorly chosen, and there was minor tutti fruiti on some doors. Sometimes texture choices were poor. Also, extensive use was made of the BROWNHUG texture, which I think is one of the poorest textures in Doom (beaten only by the blue/red flashing walls IMHO). At the later levels there was also some graphic corruption (see bugs above).

The levels have plenty of opposition, but are not really designed for single play. Some of the levels have some good fights and traps, but others seem little more than walkthroughs. Also, the levels don't really get harder, so once you have acquired Plasma Rifle and BFG the levels become easier.

Difficulty
4
Size
6x(3-5)
Architecture
4
Interest
4
Overall
4

A consistently styled set of levels, let down by bugs in design. Might not be bad for deathmatch.


BEHOLDER.ZIP

Title
BEHOLDER
Filename
BEHOLDER.ZIP containing BEHOLDER.WAD
Size
16Kb
Author
Alex Cannon
Email Address
acannon@cyberstore.ca

Play Information

Game
DOOM I
Episode and Level
E2M1
Modes
Single
Difficulty Settings
Yes
New resources
None
Demos Provided
None

Construction

Base
New level from scratch (I assume)
Editor(s) used
DE_250B4
Bugs Found
None.

Other Info

Copyright/Permissions
Author did not specify.
Where to get this WAD
ftp.cdrom.com

The Review

This is a small level replacing E2M1. The architecture is very tacky. There are lots of misaligned, mismatched and poorly chosen textures. Rooms were oddly shaped and lacked any attention to detail. I could find no overall style to the level.

The level is a tough little challenge, with lots of nasty traps and such. Strangely, there is far more armour than necessary (I left at least 1 green armour), but little health. Ammo was very tight too - I shot my last shell into the last cacodemon (now that is what I call well judged ammo :-). The traps are nasty, but there is a limited number of cells to take the sting out of the worst one. You'll be lucky to get through first time, but the level is short so 2 or 3 attempts should do it.

Difficulty
6
Size
3
Architecture
2
Interest
5
Overall
4

A brief but nasty level. Let down by terrible architecture.


BEN.ZIP

Title
Ben
Filename
BEN.ZIP containing BEN.WAD
Size
61Kb
Author
Mike Weaver
Email Address
doc@trognet.demon.co.uk

Play Information

Game
DOOM I
Episode and Level
E1M1
Modes
Single
Difficulty Settings
Yes
New resources
None
Demos Provided
None

Construction

Base
New level from scratch
Editor(s) used
EdMap V1.4
Bugs Found
The REJECT was built, if very poorly - but I noticed no problems in play.

Other Info

Copyright/Permissions
Authors MAY use this level as a base to build additional levels. You MAY distribute this WAD, provided you include this file, with no modifications. You may distribute this file in any electronic format (BBS, Diskette, CD, etc) as long as you include this file intact.
Where to get this WAD
ftp.cdrom.com

The Review

This is a small level designed to be like the author's place of work. The level is a bit of an odd mix of plain gray stone and green marble. The level centres on a large stone courtyard, from which the various areas are accessed. The outdoor bits are quite good, with various windows and cages containing opposition that overlook parts of it; there are some nice touches too, like shadows behind crates. However less attention was payed to indoor areas.

There are plenty of traps and secrets, which make this level quite fun to play. You get a good supply of health and ammo, so it is fairly easy, but there are a variety of types of fights. My main complaint is that some switches were poorly marked (disguised among other decorations), which was occasionally annoying - I ended up searching the level for ways forward once, when I had just overlooked a switch.

Difficulty
4
Size
6
Architecture
5
Interest
6
Overall
6

BEWARE.ZIP

Title
Beware
Filename
BEWARE.ZIP containing BEWARE.WAD
Size
85Kb
Author
Anonymous
Email Address
jorge@hairball.ecst.csuchico.edu

Play Information

Game
DOOM I
Episode and Level
E2M6
Modes
Single/Co-op/Deathmatch
Difficulty Settings
Yes
New resources
None
Demos Provided
None

Construction

Base
New level from scratch
Editor(s) used
DEU 5.0, BSP 1.0
Bugs Found
The level is slow, and could have done with the REJECT being built. WinDEU reported just a few misssing textures, but I noticed nothing.

Other Info

Copyright/Permissions
Where to get this WAD
ocft.unt.edu, wuarchive.wustl.edu, ftp.u.washington.edu, ftp.cdrom.com

The Review

This level out of date. It has been updated with BWARENEW.ZIP. This version is slower and harder than its replacement.

Difficulty
5
Size
7
Architecture
3
Interest
5
Overall
4

BEYOND.ZIP

Title
The Beyond
Filename
BEYOND.ZIP containing BEYOND.WAD
Size
105Kb
Author
Michel
Email Address
Author did not say.

Play Information

Game
DOOM I
Episode and Level
E1M1
Modes
Single/Co-op/Deathmatch
Difficulty Settings
Yes
New resources
None
Demos Provided
None

Construction

Base
New level from scratch
Editor(s) used
DEU 5.21, IDBSP
Bugs Found
None.

Other Info

Copyright/Permissions
You may do whatever you want with this file.
Where to get this WAD
ftp.cdrom.com

The Review

This is a large Shores of Hell style level. The level is a strange mix of areas, so I suggest you read the info in the accompanying TXT file - this gives an idea of what the various areas are, and the level makes a lot more sense if you read this. There is a mixture of Inferno style zones, large marble halls, and some high tech areas.

The level is fairly well put together. There are some good areas, and wall textures have been aligned. It makes a pleasant chance to see some innovative high tech areas for a change - plenty of levels have nice castle or hellish areas, but it is rare to find a good high tech area in a WAD.

But I have quite a few gripes. Some ceiling textures were poorly chosen, so looked messy. The author used the red-skull-key-door-stripes in lots of places, completely unrelated to any key doors (often these were beside doors that were ordinary, or required a different keycard). Also, you spend most of the level searching with little idea of where to go; when you finally get a keycard, you very quickly get the other keycard and reach the exit, with little further serious fighting.

The level is quite long, but has only 1 or 2 good fights. There are a few minor traps, but mainly the opposition are fairly straightforward. You only get the shotgun and later the chaingun, so it isn't trivial at least. There are quite a few troopers in some areas, which I just find annoying. There are quite a few secrets. You get a good supply of health and plenty of shells.

Difficulty
4
Size
7
Architecture
5
Interest
5
Overall
5

BIGBRO.ZIP

Title
BigBro.wad
Filename
BIGBRO.ZIP containing BIGBRO.WAD
Size
45Kb
Author
Magne Groenhuis, Remco Gerlich
Email Address
csg124@wing.rug.nl, remco@tcw2.ppsw.rug.nl

Play Information

Game
DOOM I
Episode and Level
E1M1
Modes
Single/Deathmatch
Difficulty Settings
Yes
New resources
None
Demos Provided
None

Construction

Base
New level from scratch, except 1 room taken from MINE1.WAD
Editor(s) used
DEU 5.0, BSP
Bugs Found
An unclosed sector, and lots of missing textures, though these were not visible in single play.

Other Info

Copyright/Permissions
Authors did not specify.
Where to get this WAD
ftp.cdrom.com

The Review

This is a medium sized level replacing E1M1, mainly designed for deathmatch. It is a strange mix of areas, with a nice acid maze, some industrial areas, and some marble areas. The rooms were all rather bare, with rarely any decoration at all. For instance, one major room is a large gray hall - there are a few imps and cacodemons, and 1 or 2 goodies, but once you deal with them it looks very empty.

There were lots of minor texture problems, including lots of tutti fruiti and misaligned textures, and poorly chosen door ceilings and doortracks. More annoyingly, there are a number of unmarked doors, which are hidden on the map, but required to complete the level.

The level has some good fights. Ammo is very limited, so you have to think before you shoot, and try and get the monsters fighting each other. If you do this, the level isn't too hard - I don't remember any traps. But I suggest you save regularly, since there are a number of places where you can get completely stuck. There are a few secrets, but since lots of textures are misaligned, you'll have to try every wall if you expect to find any (then again, because of the hidden doors, you may have to do that anyway).

This level is set up for an unusual form of deathmatch. One player is the 'Big Brother', who gets much better weapons, teleports to several important vantage points in the level, and loads of health. The idea is that he will dominate the game, and the other players will expect to die lots more times. Seems a bit strange to me, deliberately biasing a deathmatch, but I suppose that it might be useful if there is one beginner amongst experts or something like that.

Difficulty
5
Size
5
Architecture
3
Interest
4
Overall
3

BIGEMPTY.ZIP

Title
Big Empty
Filename
BIGEMPTY.ZIP containing BIGEMPTY.WAD
Size
12Kb
Author
Joe Hart, Jeff Pierce
Email Address
temple@ix.netcom.com

Play Information

Game
DOOM I
Episode and Level
E1M1
Modes
Single/Co-op/Deathmatch
Difficulty Settings
Not implemented
New resources
None
Demos Provided
None

Construction

Base
New level from scratch
Editor(s) used
Deu 5.2.1
Bugs Found
None.

Other Info

Copyright/Permissions
Authors may not use this level as a base to build additional levels without the original authors' permissions.
Where to get this WAD
infant2.sphs.indiana.edu, ftp.cdrom.com

The Review

This level consists of a single large gray hall, depicting the inside of a warehouse. The hall is completely gray, and almost bare of decoration; there are just a couple of crates and some technical pillars. There is a high walkway encircling the hall, which looks out onto the hall. This has lights that flash between the normal dull but adequate lighting of the hall and pitch black.

There are only about 30 monsters at the level, mainly imps. You get a shotgun, so these are easy. The only tricky bit is fighting on the pitch black walkways. There are no traps or secrets. The author also missed a trick by not including some extra weapons for multiplayer, so deathmatch would be pointless.

Difficulty
2
Size
3
Architecture
4
Interest
3
Overall
3

BIGTRAP.ZIP

Title
Bigtrap.wad
Filename
BIGTRAP.ZIP containing BIGTRAP.WAD
Size
65Kb
Author
Shof B
Email Address
shof@crl.com

Play Information

Game
DOOM I
Episode and Level
E2M1
Modes
Single, 2 player Co-op
Difficulty Settings
Yes
New resources
None
Demos Provided
None

Construction

Base
New level from scratch
Editor(s) used
DEU, BSP
Bugs Found
One monster outside of the map. There are lots of trigger lines tagged to tag number 0, which would wreck the level if crossed - one is too close to another trigger line, so cannot be triggered, another is in a place the player is unlikely to go, and the rest are walk across triggers on 1-sided lines. There are also teleports tagged to tag 0.

Other Info

Copyright/Permissions
Authors MAY use this level as a base to build additional levels. You MAY distribute this WAD, provided you include this file.
Where to get this WAD
ftp.cdrom.com

The Review

This level is a moderately large industrial style level. The level has a distinctive style, with lots of crates and barrels, and computer terminals here and there. The level is a bit slow in places, but not badly enough to cause problems.

Most Doom 1 levels are fairly easy compared with more modern WADs. But this one is different! The first half of the level has a couple of large box rooms, with lots of troopers, sergeants, and imps on the boxes. These are a tough fight in themselves, but much tougher are the traps. I should have guessed from the name really - it means BIG traps. Don't expect to survive many of them first time, you'll have to save regularly.

This is one point where others may disagree with me. I don't mind traps like this, but some of them are pretty much impossible to survive first time - if you don't like this, I suggest you avoid this level. There are also some places where you can get completely stuck. On later attempts, you can usually find a way to use the barrels scattered around to help in the fights. This makes the play very interesting and tricky. The traps are also quite varied - you get teleporting monsters and distant doors opening, instead of just the usual door-opening-behind-you.

There is plenty of ammo throughout, and you get the rocket launcher and plasma rifle fairly early on - but you'll need them! Health was well judged; I frequently got as low as 16% during fights, but was generally able to recover to nearly full afterwards by collecting goodies. There are skill levels implemented, but they are not much different - but this is really a WAD for experts anyway.

The level is stylish, with a good combination of the gray stone walls with crates and computer panels. Lighting is well judged too - the level is generally dark, but there is light enough to fight by in the important areas. This adds more tension to the play - lighting is also used to good effect in some of the traps ;-). But there are some things that could do with improvement. Firstly, there is one area in the Inferno style (orange acid, guts wallpaper) which I felt spoilt the distinctive style in the rest of the level. Secondly, level is very flat - the level would have been better with more variation of height, it would add interest.

Also, the many secret doors which concealed traps were mostly visible on the map - and often their texture were misaligned, so making them more obvious. I suppose this might help you survive traps first time, if you know where they are at least, but I would have prefered to have better concealed easier traps. There are also misalignments in other places, which are not too serious, but which detract from the atmosphere in areas.

This level is a real battle, with lots of deadly traps and a few secrets too to help you along. There is a cyberdemon to fight at the end, but you have loads of rockets and plenty of space to do it in (you can run past him too). Whether you like this level really depends on whether you like the style of traps - if you prefer a chance of completing a level in one go, look elsewhere.

Difficulty
7
Size
6
Architecture
5
Interest
7
Overall
6

BILBO11.ZIP

Title
Bilbo's Smegging WAD
Filename
BILBO11.ZIP containing BILBO11.WAD
Size
48Kb
Author
Bilbo (Brad Spencer)
Email Address
n/a

Play Information

Game
DOOM I
Episode and Level
E1M1
Modes
Single/Co-op/Deathmatch
Difficulty Settings
Yes
New resources
New Music
Demos Provided
1 (for Doom v1.2 I think)

Construction

Base
New level from scratch
Editor(s) used
DEU 5.21 GCC, idBSP GCC
Bugs Found
Some missing textures, which the player can never see, and a corrupt texture name, though Doom didn't seem to mind.

Other Info

Copyright/Permissions
You may do what you like with this file, provided you give credit to the original author.
Where to get this WAD
infant2.sphs.indiana.edu, ftp.cdrom.com

The Review

The screen clears. I am in a very short corridor leading into a plain room; on the threshold are 3 sergeants, a few imps, and several cacodemons. Wham, blam, and about 30 seconds later I am face down. Hmm.

This WAD has several places like this, where the author just throws a batch of cacodemons at you in an enclosed space and lets you battle your way out. This leads to rather unbalanced play - sure, fighting cacodemons is OK, but again and again is no fun (especially since you often end up pistolling them). They usually appear out of traps, so you have little choice about how to fight them. There are plenty of other opposition too, but they are less of a problem. There is some interesting use of teleporters in the traps.

The architecture is quite varied, but lacking in any overall style I felt - there is a strange mixture of industrial and Shores of Hell architecture. There were also some poor texture choices, like STARGRNx (green STARTAN) for a spiral staircase, which looked tacky, and my pet hate BROWNHUG. But the box room is well done, and there is a nice little computer room too. There are 1 or 2 secrets too.

Difficulty
6
Size
5
Architecture
5
Interest
4
Overall
4

BILLY.ZIP

Title
BILLY.WAD
Filename
BILLY.ZIP containing BILLY.WAD
Size
28Kb
Author
Banjo Oblivion
Email Address
pfleming@eros.otago.ac.nz

Play Information

Game
DOOM I
Episode and Level
E2M1
Modes
Single/Co-op
Difficulty Settings
Yes
New resources
None
Demos Provided
None

Construction

Base
New level from scratch
Editor(s) used
DEU 5.1, DOOMCAD
Bugs Found
None.

Other Info

Copyright/Permissions
You MAY distribute this WAD, provided you include this file, with no modifications. You may distribute this file in any electronic format (BBS, Diskette, CD, etc) as long as you include this file intact.
Where to get this WAD
ftp.cdrom.com

The Review

This is a level done in the shape of its name, BILLY. The rooms (or letters) are bizarrely decorated, though there are some nice ideas. There are lots of poorly chosen textures (like the use of DOORHI for walls), and serious tutti fruiti.

There are fairly few opposition, mainly troopers, with a few imps and shotgun men scattered around. There is fairly limited ammo and health, but with this few opposition there is no problem. There is a single baron stuck on a pillar, just for some static target practice.

Difficulty
3
Size
4
Architecture
3
Interest
2
Overall
3

A level that I will only remember for the author's bizarre nickname :-) !


BIOTECH.ZIP

Title
BIOTECH.WAD
Filename
BIOTECH.ZIP containing BIOTECH.WAD
Size
70Kb
Author
Lore
Email Address
Author did not say

Play Information

Game
DOOM I
Episode and Level
E1M1
Modes
Single/Co-op/Deathmatch
Difficulty Settings
Not implemented
New resources
None
Demos Provided
None

Construction

Base
New level from scratch
Editor(s) used
DEU 5.21, VNB 1.050
Bugs Found
The REJECT was weird; the latter half of the table had been set to 1's, leading to the effects described in the review.

Other Info

Copyright/Permissions
You may do whatever you want with this file.
Where to get this WAD
ftp.cdrom.com

The Review

I was looking forward to this level - for some reason the title BIOTECH made me think it might be something better than the typical WAD. Just goes to show you can't judge a book by its cover.

The level breaks up into 2 areas. There is a maze of dark gray passages, which are badly in need of some decoration, they are very dull. There are the METAL (the metal hexagonal scales) halls, usually with wall lamps all around. These areas are usually bright, which looks bad since METAL pixellates badly at distance. There were misaligned textures and unpegged doortracks too.

The main part of the level has fairly weak opposition, and plenty of ammo. Health is fairly limited but enough for the opposition encountered. There are no traps or secrets, and little variation to the fighting.

The last part of this level contains large numbers of monsters, mainly in traps that open when you hit a switch or get a key. This area is bizarre, since all the monsters are pacifists - they will not attack you unless you happen to be in a spot they like. There is nowhere near enough ammo for this area, so you end up chainsawing barons (they are completely passive) - the area is easy because of this pacifism.

This phenomena is so obvious and clean that I think it was intended by the author (a corrupt REJECT would not give such a clear cut effect) - he certainly cannot have failed to realise the bug. Why have the trap if only to make all the monsters passive? This is just silly.

Difficulty
4
Size
5
Architecture
3
Interest
3
Overall
3

BITEDUST.ZIP

Title
Bitedust
Filename
BITEDUST.ZIP containing BITEDUST.WAD and BITEDUST.DOC
Size
61Kb
Author
Dave Johnson
Email Address
ETPT@ix.netcom.com

Play Information

Game
DOOM I
Episode and Level
E1M1
Modes
Single/Co-op
Difficulty Settings
Yes
New resources
New Music
Demos Provided
None

Construction

Base
New level from scratch
Editor(s) used
DCK 3.4, MUSTOOL
Bugs Found
Unusually for DCK, there was an unclosed sector, but I noticed no problem in play. There was also a line with trigger type G1 Open Door, but no tag - this is in a place where the player is unlikely to reach, and less likely to shoot.

Other Info

Copyright/Permissions
Authors may use this as a base to create additional levels provided they give the original author credit.
Where to get this WAD
ftp.cdrom.com

The Review

This level comes with no TXT file, but a Microsoft Word 6.0 document. Why? Fortunately I have a Word document viewer, but it is a pain to use this for a 20 line text file.

This level reminds me of some other level, though I can't think exactly what level. Perhaps it was one of the Ultimate Doom levels, the architectural structures used are similar. The level consists of 3 courtyards (one to get each keycard). All of these are quite nice structures, with features around the outside, and buildings or raised caged walkways looking down from in the middle of them.

The level does try to keep to a style, with rusted metal barred cages. But the first courtyard is decorated with red hot bricks, and has a very Inferno feel, which clashes with the rest of the level. There are also a lot of bad defects, like acid ceilings on doors, in this area. The second area is almost entirely rusted metal, mixed with wooden panels in some of the side areas; this looks too bland and could do with much more variety. The third area is most consistent, though it has a rather open feel after the cages of the other yards.

The level is fairly tough to play; I completed it in one go, but I was down to 2% health at one time. Irritatingly most of the opposition are a mix of imps and troopers - the imps are little problem, their shots can be dodged, but being gradually battered to death by the random hits of troopers is my least favorite part of Doom. There is little other opposition in the first 2 yards. The last yard is less constricted than the earlier 2; there are lots of barons, cacodemons and demons, but you can dodge them, grab the key, and go for the exit.

Most of the fights are pretty much the same, chaingunning troopers and imps, and the only traps are in the final area, where they don't really matter. At least the level progression was good, as you collect keys and weapons to face this final fight. There is plenty of ammo, but health was fairly restricted, so you are kept on your toes. There are some good secrets - my only complaint is that some were too powerful, e.g a secret alcove with a soul sphere and mega armour.

There is also new music, which is not bad at all (except for one bit where it goes a bit bizarre) for a change.

Difficulty
5
Size
5
Architecture
5
Interest
4
Overall
4

BLAHBLAH.ZIP

Title
BLAHBLAH
Filename
BLAHBLAH.ZIP containing BLAHBLAH.WAD
Size
54Kb
Author
Doug Ryerson
Email Address
dryerson@botany.utoronto.ca

Play Information

Game
Doom v1.9 (I think some line types used will only work under Ultimate Doom or Doom v1.9)
Episode and Level
E1M1
Modes
Single/Co-op/Deathmatch
Difficulty Settings
Yes
New resources
None
Demos Provided
None

Construction

Base
New level from scratch
Editor(s) used
DCK 2.2, IDBSP11
Bugs Found
One ceiling lower than its corresponding floor.

Other Info

Copyright/Permissions
You MAY distribute this WAD, provided you include this file, with no modifications. You may distribute this file in any electronic format (BBS, Diskette, CD, etc) as long as you include this file intact.
Where to get this WAD
ftp.cdrom.com

The Review

This is a medium sized level in the Knee-Deep style. The level uses many nice structures, with lots of windows between areas that help to make the level quite interesting. There are a few very texture misalignments, but very few given the structures used. The level sticks well to a style, with gray stone walls and metal features and computer panels.

There is room for improvement. Some areas could do with more decoration; some areas were too uniformly gray. There were also a number of completely dark areas - these are a pain to fight, though usually they are fairly small and can be run through. But overall a fairly stylish level.

The level has a good number of traps, though some of these are a bit throw-a-bunch-of-xxx's-at-the-player. Most of the opposition are the normal imps and spectres of Knee-Deep. There are some nice ideas though, and the good architecture used adds some variety to the fights. The fights are tricky at times but experienced Doomers should be able to complete it in one go. Ammo and health are fairly limited, but there are a wide range of secrets to help you along.

Difficulty
4
Size
5
Architecture
6
Interest
6
Overall
6

With the skill settings, a good WAD for beginners to try; UV is tricky enough to be of some interest to better players.


BLAKHELL.ZIP

Title
BLAKHELL.WAD
Filename
BLAKHELL.ZIP containing BLAKHELL.WAD, BLAKHELL.TXT & DARKHELL.TXT
Size
491Kb
Author
Greytale, Natx, Roach
Email Address
greytale@hairball.ecst.csuchico.edu

Play Information

Game
DOOM I
Episode and Level
E1M1, E1M2, E1M3, E1M4, E1M5, E1M6, E1M7, E1M8, E1M9
Modes
Single; Coop & Deathmatch at E1M2, E1M3, E1M4, E1M5, E1M6, E1M7, E1M8
Difficulty Settings
Yes
New resources
None
Demos Provided
None

Construction

Base
New levels from scratch (I assume)
Editor(s) used
DEU 5.21, IDBSP, and BSP1.1x
Bugs Found
The REJECTs were not built for the first 6 levels - some of these would have benefitted from this. WinDEU reported loads of bugs at E1M1 and E1M8, but these are probably mainly due to the special effects used. There were just a few missing textures at other levels, and some THINGS not in any sector. Also, E1M6 is missing a keycard at skills 1 & 2.

Other Info

Copyright/Permissions
Authors did not say.
Where to get this WAD
ftp.cdrom.com

The Review

Rather confusingly, there are 2 TXT files included with this WAD, refering to different episodes. BLAKHELL.TXT is the one for this WAD, but since the episodes sound pretty similar, it is rather silly to include both files.

This is a complete replacement for Knee-Deep, but in the Inferno style - why not just make it Inferno? I was rather dubious about the name, it sounds like a recipy for bizarre and hellish levels. Fortunately they weren't (quite) that bad.

E1M1 is a small level with special effects, an walkway in air across a large room. The level is bizarre, with no overall style or structure to it. You get weapons 3,4 & 6, which make it fairly easy. There are a couple of reasonable traps.

E1M2 is a fairly extensive and complicated maze of bizarrely decorated tunnels. Again there was no consistent style to the level, except perhaps the poor choices of textures used throughout. Most of the level is a waste of time; eventually you find the important area and get out. There are a few nasty traps, but these were more than made up for by the large number of soul spheres (I left at least 2 behind). There are tons of cells, but plenty of other ammo which is quite enough for the fights.

E1M3 is another bizarre level. There are some interesting structures used, but again these are spoilt by poor choice of textures (e.g. using door textures to decorate the sides of crushing ceilings). Again there is an excess of ammo, weapons, and health. There is a good area toward the end which is rather like Doom ][ in style, and looks fairly good.

E1M4 is another bizarre level. This one has some good individual rooms, but no overall style to the level; it ends up looking very patchy. Again there is an excess of goodies (I left an invulnerability & beserk pack behind and lots of smaller goodies).

E1M5 is a clever level, with some very original ideas in it (well, I never saw them before anyway). There are some excellent uses of barrels. However, there are several tricks and traps that are pretty much impossible to survive first time (like the room where loads of exploding barrels teleport in :-O ). You get get completely stuck in several places too. The level is strange to play, you complete a sucession of small areas, each triggering another area somewhere else to open; there is usually little hint as to where to go next. You also have to find what I would consider a secret to complete the level.

E1M6 is a stylish level in places. There is excellent use of light levels in many places. The level progression is again fairly bizarre; I managed to get completely stuck once. There are many very clever ideas - there were some wonderful opening cages which looked very impressive. However, other areas were IMHO wrecked by terrible choice of textures (e.g. decorating an entire maze in door textures - yuk, yuk, yuk).

E1M7 is a big level; it is based on a large and rambling complex surrounded by a yard and an acid moat. The level is a chaotic mix of rooms and styles, similar in some ways to the original E3M6, but much more intricate. The level progression is bizarre; there are lots of copies of all the keys, you just have to find 1 of each, so there is no real route for you to take; you just ramble round for an hour, eventually finding enough keys and exiting. This level seemed to have fairly few traps and problems, though this may be because I started using the huge excess of cells for a change.

Most episodes have a pretty lame ending; most authors seem to see E1M8 as an excuse to throw monsters at the player with little thought. This E1M8 is well thought out, with an extremely good spiderdemon fight (has to be seen to be appreciated - he is in a room with lots of teleport lines, so he teleports in and out of attacking you; great fight). However it has a bug; it cannot be completed, because a platform does not trigger properly; this may be a doom version problem, but for a lateish WAD like this one that is unlikely. Strange. Oh, BTW, the levels aren't as dark as this screenshot, this is just one room.

All the levels have an excess of health and ammo; in particular there were far more cells than necessary, making the levels even easier if you use cells regularly.

The episode fits well together; all the levels share the same bizarre styles. My main complaints are that you get too many cells, too many weapons early on, and too many superchargers (more than 1 per level is too much as a rule). These aren't really my style of levels; I prefer less bizarre levels. But there is plenty of interest here.

Difficulty
5
Size
9x(3-7)
Architecture
4
Interest
5
Overall
5

BLT.ZIP

Title
BLT.WAD & LAKE.WAD
Filename
BLT.ZIP containing BLT.WAD and LAKE4.WAD
Size
51Kb
Author
Neal Ziring
Email Address
nziring@aztech.ba.md.us

Play Information

Game
DOOM I
Episode and Level
BLT.WAD - E2M1; LAKE4.WAD - E1M1
Modes
LAKE4.WAD - Single; BLT.WAD - Single/Co-op
Difficulty Settings
Yes
New resources
New Music in LAKE4.WAD
Demos Provided
None

Construction

Base
New level from scratch
Editor(s) used
DEU 5.1
Bugs Found
Some few missing textures I did not notice, but I did notice some HOM in one place.

Other Info

Copyright/Permissions
You may use these levels as a base to build additional levels, provided you give credit to the original author.
Where to get this WAD
infant2.sphs.indiana.edu, ftp.cdrom.com

The Review

These are the first 2 levels by the author, in separate WAD files. LAKE4.WAD is a nice beginner DEU level, with a large gray yard with a lake and a few side rooms. There are quite a few cacodemons, but you are given a plasma rifle and lots of cells to deal with them. It isn't a great level, but better than most beginner DEU levels. There is some classical music (by Bach) included for the level.

So I proceeded to BLT.WAD (this is in a different episode, so is played separately), expecting a better level on the same lines. I was soon proved wrong - after 2 minutes I was out of ammo, and about 2 minutes 3 seconds later I was out of health too ;-). BLT is much harder than LAKE4; indeed, I failed to complete it at UV, there was just too little ammo. As the author says in the accompanying TXT, the skill levels vary considerably, so you should manage at Hurt Me Plenty at least.

BLT has some good architecture in places, and good use of light levels. Other areas were not as good, there was some tutti fruiti and minor texture misalignment, but overall not a bad WAD. The architecture is all a bit simple and bland perhaps, but not too bad.

The main difficulty with BLT is that there is very limited ammo. You also have to be careful, I got completely stuck once. There are lots of tight fights; some of the traps are a bit obvious, but some are more subtle. There are a lot of secrets; I think that some of these are too essential at UV, and should have been made into normal goody dumps. Still, it makes the level a challenge I suppose!

Difficulty
8
Size
2x(2-6)
Architecture
5
Interest
5
Overall
5

BLTWLZ31.ZIP

Title
B L O O D O N T H E W A L Z
Filename
BLTWTZ31.ZIP containing BLOTWALZ.WAD, BLOTSND.WAD, DETH2.WAD, BLOTWALZ.DEH
Size
426Kb
Author
Tom Walz
Email Address
twalz@badlands.NoDak.edu

Play Information

Game
BLOTWALZ.WAD - DOOM 1; DETH2.WAD - Doom ][
Episode and Level
BLOTWALZ.WAD - E1M1-5; DETH2.WAD - MAP01
Modes
Single/Co-op/Deathmatch
Difficulty Settings
Yes
New resources
BLOTWALZ.WAD - New Graphics, BLOTSND.WAD - New Sounds & New Music.
Demos Provided
1 and 2

Construction

Base
New level from scratch (I assume)
Editor(s) used
Author did not say
Bugs Found
BLOTWALZ.WAD - Some monsters stuck in walls or each other, or even outside of the map. Indeed at E1M2 the player 2 start is stuck in a wall. DETH2.WAD - no exit.

Other Info

Copyright/Permissions
Author did not specify.
Where to get this WAD
ftp.cdrom.com

The Review

BLOTWALZ.WAD is a Shores of Hell style mini-episode. The episode comes with some new sounds in BLOTSND.WAD, most notably a new pistol sound, which is more like a rifle shot; sounds a bit odd to start with, but isn't bad. BLOTSND.WAD also includes new music for E1M1-5, which are mainly film theme musics.

Also supplied is BLOTWALZ.DEH, a dehacked patch for dehacked 2.0 and Doom v1.6, though my dehacked (v3. something if I recall right) converted it for use with Doom v1.9 OK. It makes a number of changes:

E1M1 is a complete mess. The only thing that sets this aside from the majority of beginner DEU levels is the unusually bizarre and mismatched choices of textures. The level fails even to exploit the Dehacked patch, because the opposition are too thinly spread and usually fought at such distance that I took some time to notice that there was anything changed. There are places you can get completely stuck.

E1M2 is a level based on the author's house. The house is fairly nicely done, with new textures imported to represent doors that help give a stylish feel to the level. The indoor areas are not badly done, though there are lots of tacky features. The house has lots of windows onto the outside area, giving it a very open feel.

This level is where you really begin to notice the dehacked patch. There are a number of lots souls, which effectively force you to hide in the start room for some time to kill them all (using the doorway to slow them up). The house is surrounded by shotgun men, cacodemons and a spiderdemon. The fast movement of the shotgun men and cacodemons makes them unusually agile about moving round the rooms and corridors of the building, and the spiderdemon outside really adds class to the fight as you run between covered spots in the building (the loo is the best hiding place!).

Unfortunately that's it - there are no other fights. There is plenty of health if you survive, and an invulnerability if you can reach it (I didn't find or need it until the fight was over). No traps either, you just go outside and hit the switch.

E1M3 starts in a stone courtyard with 2 balconies looking down at your balcony, each packed with shotgun men. As soon as you move a dozen cacodemons are released, and a cyberdemon too below you at ground level. You are forced to flee into the building behind you (through an unmarked :-( door). The level progression is good, as you work around the level clearing the side areas and balconies of the central yard, eventually defeating the cyberdemon and gaining access to the exit.

Unfortunately the architecture is still poor, with no sensible style to the level, and lots of misaligned and mismatched floor and wall textures. This is a shame, since some of the features used could have been good with better decoration.

E1M4 is a big Shores of Hell style level. The level centres on a marble hall with 4 spiral staircases leading to doors; these give access to all the main areas. The level is named 'Church of the Flame' and has a number of marble hall rooms. However, once again the architecture is spoilt in some areas by poor texture choices. There are a number of computer, TEKWALL, red wall and other mismatched areas, that spoil the style set by the main hall.

The level is tough, especially due to the dehacked patch. There are lots of traps; fortunately these are not too subtle, so experienced Doomers will get enough warning to get the advantage against the enhanced enemies. The level progression is confusing in places.

E1M5 is a nice idea, with a large outdoor area with a number of buildings; each of these protects access to a teleport, bridge or tunnel leading out of this area into one of the side area. These each contain a switch, which rasies one of the sections of walkway required to access the exit in one of the buildings in the start yard.

However, it fails to make good use of this good initial idea. The level progression is terrible; at least 2 secrets are required to complete the level. The player is usually left with no idea where to go. The different areas don't affect each other, but the player isn't told this, and is left to search blindly for the required secrets.

The architecture is still a poor mix, though there are some unique and interesting features. However there are lots of misaligned and mismatched textures, and overuse of the light-fixed-on-a-wall textures where they are not appropriate. There are also a number of areas that are too dark.

The level is fairly tough to fight. There is not the variety of fights from E1M4, too many rooms are just packed full of sergeants. This makes fighting tedious.

Overall, this is a poor episode, particularly the architecture. Its one distinguishing feature is the dehacked patch, which adds a great deal of interest to the otherwise poor levels. Personally I'd recommend keeping the patch, maybe playing the episode once then ditching it.

Having played all the levels, I think the dehacked patch adds a lot of interest. It certainly makes you sit up and pay attention - you have to react fast to match the monsters. I suspect it has improved my reaction times somewhat playing using it. The skulls are a pain, though in a way they help with keeping you alert; however they are too powerful. Fortunately there is a good supply of health and ammo, which offsets the increased monster difficulty somewhat.

Oh yes, DETH2.WAD. It is a Doom ][ deathmatch level; I didn't try it, but it has no exit, so isn't suitable for single play.

Difficulty
6
Size
5x(4-8)
Architecture
3
Interest
7
Overall
5

BLODBTH.ZIP

Title
Blood Bath
Filename
BLODBTH.ZIP containing BLODBTH.WAD
Size
27Kb
Author
Jordan Sindelar
Email Address
doomed-2@netcom.com

Play Information

Game
DOOM I
Episode and Level
E3M2
Modes
Single
Difficulty Settings
Yes
New resources
None
Demos Provided
None

Construction

Base
New level from scratch
Editor(s) used
Waded
Bugs Found
Teleports tagged to sector tag 0.

Other Info

Copyright/Permissions
Authors MAY use this level as a base to build additional levels, as long as they let me know via email and give me the due credit. You may distribute this WAD in any electronic format (FTP, UseNET, BBS, Disk, CD, etc.) as long as you include this text file, with no modifications.
Where to get this WAD
ftp.cdrom.com

The Review

This is a small level in the Shores of Hell style. The main flaw is that it is much too easy. There are no real traps or secrets, and you are given tons of weapons and ammo to face the opposition, who are mainly troopers and imps.

The architecture is all fairly simple. The start looks like the start of one of the Ultimate Doom levels (the one with all the BROWNHUG textures, which I thought was the worst of the new levels). There are very few defects, but the style is too bland. There are 1 or 2 nice areas, but not enough to make up for the lack of decoration or interesting features. There is also a near pitch black area, which I always dislike.

Difficulty
2
Size
3
Architecture
4
Interest
3
Overall
3

BLOODREV.ZIP

Title
Blood's Revenge
Filename
BLOODREV.ZIP containing BLOODREV.WAD
Size
44Kb
Author
Jason Dyer
Email Address
jdyer@indirect.com

Play Information

Game
DOOM I
Episode and Level
E1M1, E1M2
Modes
Single/Co-op/Deathmatch
Difficulty Settings
Yes
New resources
None
Demos Provided
None

Construction

Base
New level from scratch
Editor(s) used
DEU, BSP, RMB
Bugs Found
One unclosed sector at E1M1,

Other Info

Copyright/Permissions
You may do whatever you want with this file.
Where to get this WAD
ftp.cdrom.com

The Review

This WAD contains a pair of Inferno style levels. Both levels make good use of light levels in places, though there were some areas at E1M1 that were too dark (light amp goggles are provided though). The levels do recapture some of the atmosphere of the original Inferno. There are quite a few minor defects, but nothing that serious.

Both levels are very nasty. There are lots of door-opens-right-by-you-packed-with-monsters type traps, which are difficult to survive. There are many places where you can get completely stuck (including one place in a very dark room, with light amp goggles on the very edge of an inescapeable pit :-( ). There are lots of very nasty fights, so the levels is pretty challenging - I died lots of times in completing them, and rarely did I have full health. There is a very tight supply of health until the end of the 2nd level, and ammo is fairly restricted too.

These are a pair of hard levels, with a few good fights. What is really lacking here is more variety to the traps and fights, and some more interesting architecture would help too. But then these are not really my style of levels, perhaps they will be great for Inferno addicts.

Difficulty
6
Size
2x(3-5)
Architecture
5
Interest
5
Overall
5

BLUDFEST.ZIP

Title
BLUDFEST.WAD
Filename
BLUDFEST.ZIP containing BLUDFEST.WAD
Size
77Kb
Author
Steve Kaufman
Email Address
skaufman@execpc.com

Play Information

Game
DOOM I
Episode and Level
E2M1
Modes
Single/Co-op/Deathmatch
Difficulty Settings
Yes
New resources
None
Demos Provided
None

Construction

Base
New level from scratch (I assume)
Editor(s) used
DEU 5.21 GCC BSP 1.1x
Bugs Found
There was some major HOM on one platform. Also, the level is very slow in places; it could really do with the REJECT being built, though the rather unbalanced NODES don't help either.

Other Info

Copyright/Permissions
You may do whatever you want with these files.
Where to get this WAD
ftp.cdrom.com

The Review

This is a large Shores of Hell style level. The level has lots of monsters too, so ran rather slowly; in some places it was very slow, making play difficult.

The level is rather unimaginative to play. The play mainly consists of finding a new room, deal with its occupants, then trigger one-by-one the traps, each of which are simple release-another-horde-of-imps-and-sergeants traps. There were no secrets I could see in WinDEU. There was plenty of ammo, and plenty of health later on. Most of the opposition are just imps and sergeants.

The architecture is unimpressive too. There are some large rooms, but only one impressive room. Most of the rooms are marred by mismatched and misaligned textures. The level has a strange mix of styles. There are few good architectural features. There were several places where you can get completely stuck. I also found one major HOM by doing things in the wrong order.

Difficulty
6
Size
7
Architecture
4
Interest
4
Overall
4

BLUDLST2.ZIP

Title
BloodLust
Filename
BLUDLST2.ZIP containing BLUDLST2.WAD
Size
61Kb
Author
Greg Grimsby
Email Address
Contact via david.gardner@electric.com

Play Information

Game
DOOM I
Episode and Level
E1M9
Modes
Single/Co-op/Deathmatch
Difficulty Settings
Yes
New resources
None
Demos Provided
None

Construction

Base
New level from scratch
Editor(s) used
DEU 5.1, BSP 1.1x
Bugs Found
1 missing texture. May run slowly in places.

Other Info

Copyright/Permissions
Authors may NOT use this level as a base to build additional levels. You MAY distribute this WAD, provided you include this file, with no modifications. You may distribute this file in any electronic format (BBS, Diskette, CD, etc) as long as you include this file intact.
Where to get this WAD
infant2.sphs.indiana.edu, ftp.cdrom.com

The Review

This is a level originally designed for deathmatch, but improved to be suitable for normal play. The level centres around a single crossroads, from which go 6 corridors to rooms. This simple yet effective design reflects the deathmatch design. The corridors are at 3 levels, each of which has its own theme and textures.

The level makes good use of light levels; the upper corridors were particularly nice. There were no major problems, though there were a couple of bright red textures that looked out of place. Otherwise the level was quite stylish. But the level progression was odd, in that 1 key wasn't needed, and the exit is available fairly quickly - partly because the level is small, and partly because you don't need to visit all the areas, due to the deathmatch design.

The level has limited ammo, but the opposition are fairly spread out, so you can usually manage to get by. There are no traps or really good fights though - it is just the opposition scattered around, which makes the fighting less interesting.

Difficulty
5
Size
4
Architecture
6
Interest
3
Overall
5

BME1.ZIP

Title
Filename
BME1.ZIP containing BME1.WAD
Size
60Kb
Author
Email Address
BME106@PSUVM.PSU.EDU

Play Information

Game
DOOM I
Episode and Level
E1M1
Modes
Single/Co-op/Deathmatch
Difficulty Settings
Yes (but only very slight differences)
New resources
None
Demos Provided
None

Construction

Base
New level from scratch (I think)
Editor(s) used
DoomEd
Bugs Found
There are some missing textures. There is also a blue key, but no blue keydoor! Also, the NODES were poorly built, being unbalanced and giving some holes-in-walls effects, which are all too typical of early DoomEd versions (don't I know it, this wrecked my first serious WAD). And there is a 1-sided line which is given an open-door trigger type - when I pressed it (looking for secrets), it caused Doom to hang for about 30 seconds, until I hit Clt-Alt-Del, when it recovered!

Other Info

Copyright/Permissions
Where to get this WAD
ftp.cdrom.com

The Review

This is a large level, strangely similar to Heretic in style - lots of large stone rooms (dark gray large stone blocks), and stone corridors. There are some nice lighting effects, though these are perhaps too repetetive in the corridors, and underused in other areas. There is a good yard full of crates. Also, there is a great outdoor courtyard with 2 stone colonnades (don't ask me how to spell it ;-)) similar to some Heretic structures, though the crates in this area don't really go.

The level suffers from many problems though. There are quite a few bugs (see above), and a lot of tutti fruiti in some areas. Textures were generally aligned though.

The level is strange to play. At the start, you find yourself wandering in a number of long empty corridors with nothing except a pistol, and most of the doors are keydoors. When you do find a door, it reveals a fight where basically you trigger a huge trap with no weapons to defend yourself, and run around collecting health and weapons while the monsters pound you. Strange, though I suppose it makes a change.

The level has some nasty little fights, including some annoying ones where the opposition are behind technical pillars or in the dark, so are a pain to fight. The other fights divide into picking off troopers and imps in the rooms, and triggering the fairly predictable and uninteresting traps. There is plenty of ammo and health later on, if little to start with.

Difficulty
5
Size
7
Architecture
5
Interest
4
Overall
5

BNBEYOND.ZIP

Title
Barons and Beyond
Filename
BNBEYOND.ZIP containing BNBEYOND.WAD
Size
92Kb
Author
Jason Michelsen
Email Address
JHM94001@UCONNVM.UCONN.EDU

Play Information

Game
DOOM I
Episode and Level
E2M1
Modes
Single/Co-op/Deathmatch
Difficulty Settings
Yes
New resources
None
Demos Provided
None

Construction

Base
New level from scratch
Editor(s) used
DEU 5.21, DMapEdit 3.0, DoomCAD 4.3
Bugs Found
The level is unplayably slow. The REJECT is not built. Doom crashes when you try to save a game. The author also mentions some minor HOM. WinDEU reported an unclosed sector, but I could find nothing.

Other Info

Copyright/Permissions
Anyone can use this level as a base to build additional levels. Just mention that you started with this level as a base. You MAY distribute this WAD, provided you include this file, with no modifications. You may distribute this file in any electronic format (BBS, Diskette, CD, etc) as long as you include this file intact.
Where to get this WAD
ftp.cdrom.com

The Review

This is one WAD that will teach me to read the TXT file fully first. I started playing this level at UV. From the opening screen the level was very slow; I could only play at all with a 4 inch window at low detail, and it was still slow. I lasted about half an hour, at which time I found myself with no ammo and surrounded by barons, and was forced to admit defeat.

Reading the TXT file more closely revealed some of the problem:

Episode and Level #     : E2M1
Single Player           : Yeah, but only if your psychotic.
Cooperative 2-4 Player  : Yup, Only way that you have a fighting chance.
Deathmatch 2-4 Player   : Only if you feel that there is enough to kill now
Difficulty Settings     : Oh Yes, Ultraviolence is designed for Super Weapons

UV is definitely much too hard without a super-weapons patch. Unless you are one of these do-the-whole-of-Doom][-at-nightmare types, and have a P150+, don't even try it.

I used ZENNODE to built the REJECT, and then had another go at Hurt Me Plenty. But without being able to save the level is still very tough, and I lost patience with it - it is a big level, and I can be bothered to play it again and again until I do make it.

The level has some good architecture; some areas were fairly impressive. But it lacked enough attention to detail, thee were lots of texture misalignments, which made it look ugly to me. Besides, it is far too slow on my 486DX to really appreciate the architecture.

I didn't see all the level; what I saw was totally over the top, with hordes of demons which all get killed by barrels, lots of rooms full of monsters, sensless fights etc. If someone with a decent computer and a lot of patience has a look at this WAD in more length, let me know what it was like.

Difficulty
9
Size
7
Architecture
4
Interest
4
Overall
4

A totally over the top level, which is unplayably slow.


BNEDUEL.ZIP

Title
DUEL
Filename
BNEDUEL.ZIP containing BNEDUEL.WAD
Size
9Kb
Author
Ben Allred and Evan Sarli
Email Address
Ben Allred - allredjn@aitc.rest.tasc.com

Play Information

Game
DOOM I
Episode and Level
E3M1
Modes
Single/Co-op/Deathmatch
Difficulty Settings
Yes
New resources
None
Demos Provided
None

Construction

Base
New level from scratch
Editor(s) used
WADED
Bugs Found
2 unclosed sectors, which did not affect play.

Other Info

Copyright/Permissions
Authors MAY use this level as a base to build additional levels. You MAY distribute this WAD, provided you include this file, with no modifications. You may distribute this file in any electronic format (BBS, Diskette, CD, etc) as long as you include this file intact.
Where to get this WAD
ftp.cdrom.com

The Review

Plain and simple. You versus a Baron of Hell. The ultimate (kind of) test of masculinity, and stupidity. Try and nuke the Baron, but that's not the only test. Figure it out. Have fun.
This level contains 1 baron, or 2 at UV, and you get a pistol and some boxes of ammo. There is plenty of space, so not much of a test for a practiced Doomer.

The architecture is very simple, and the level very small. What there is is very nice, with green marble halls and flickering torches, but it is pretty basic. There are a few secrets.

Difficulty
3
Size
2
Architecture
5
Interest
3
Overall
4

BNEMUD.ZIP

Title
MUD
Filename
BNEMUD.ZIP containing BNEMUD.WAD
Size
10Kb
Author
Ben Allred and Evan Sarli
Email Address
Ben Allred - allredjn@aitc.rest.tasc.com

Play Information

Game
DOOM I
Episode and Level
E1M1
Modes
Single
Difficulty Settings
Yes
New resources
None
Demos Provided
None

Construction

Base
New level from scratch
Editor(s) used
WadEd
Bugs Found
There is an unclosed sector, and a number of invalid sector references in sidedefs.

Other Info

Copyright/Permissions
Authors MAY use this level as a base to build additional levels. You MAY distribute this WAD, provided you include this file, with no modifications. You may distribute this file in any electronic format (BBS, Diskette, CD, etc) as long as you include this file intact.
Where to get this WAD
ftp.cdrom.com

The Review

This is a small Shores of Hell style level. The start room is quite nice, a small room with a nice half-open ceiling, and windows either side. The level is very small, just a few rooms in fact; the rooms are small and simple, but not bad.

There are a couple of slightly nasty fights, but the opposition are mainly humans. There is planty of health and ammo; I finished in under 5 minutes. There are a couple of traps. However, the skill levels were implemented very oddly, since the main trap was much harder at Hurt Me Plenty than UV (though still easy).

Difficulty
3
Size
2
Architecture
4
Interest
4
Overall
4

BONUS.ZIP

Title
BONUS.WAD
Filename
BONUS.ZIP containing BONUS.WAD
Size
5Kb
Author
Thilo Beuke, Alexander Dost
Email Address
beuke@student.uni-kl.de, dost@student.uni-kl.de

Play Information

Game
DOOM I
Episode and Level
E1M1
Modes
Single
Difficulty Settings
Not implemented
New resources
None
Demos Provided
None

Construction

Base
New level from scratch
Editor(s) used
Deu5.2GCC, BSP1.1
Bugs Found
None.

Other Info

Copyright/Permissions
You may do what you like with this level.
Where to get this WAD
ftp.cdrom.com

The Review

This is a small level consisting of 4 gray cement square rooms. Each room has a collection of monsters, mostly imps and cacodemons. You are given a chaingun and plasma rifle and tons of ammo; alternatively you can run past the monsters to the exit. No interesting architecture or fights.

Difficulty
3
Size
2
Architecture
3
Interest
1
Overall
2

BOOGERS.ZIP

Title
Boogers (All the good names were taken)
Filename
BOOGERS.ZIP containing BOOGERS.WAD
Size
98Kb
Author
John Jablonski
Email Address
jabster@crl.com

Play Information

Game
DOOM I
Episode and Level
E2M5
Modes
Single/Co-op/Deathmatch
Difficulty Settings
Yes
New resources
None
Demos Provided
None

Construction

Base
New level from scratch
Editor(s) used
DEU 5.21cc, BSP1.2X
Bugs Found
WinDEU reported no major bugs. However, Doom crashed at one point when I was playing; when I reloaded from a saved game it played OK to the end. Also, the level was strangely slow in some places

Other Info

Copyright/Permissions
Authors may use this as a base for additional levels, provided credit is given to the author. You may distribute this WAD in any format provided this TXT file is included intact.
Where to get this WAD
ftp.orst.edu, ftp.cdrom.com

The Review

You start this level in a spaceship, on the bridge. The ship itself is quite small, with a bridge and cargo bay. The red lights (for red alert) are quite good, but the ship is spoilt by lots of lights-go-out-triggers, which leave most of the spaceship pitch black after a minute of wandering about. This makes it a pain to fight and spoils the architecture.

You then beam down to the surface of the planet. This is a Shores of Hell style setting, with some not-bad marble halls. There is a dark maze of caves, which is rather too dark in places, and it a pain since it doesn't show up on the map (yes, its one of those blunder-around-until-a-sergeant-shoots-so-the-flash-from-his-gun-helps-me-see mazes). Fortunately this maze isn't too large. The other areas are not bad, but there is not enough attention to texture alignment.

The level is tricky in places; in the maze there are some traps which open doors a little way behind you in the maze, so the monsters come up behind you when you get in a fight further on. There are some secrets which help, but none of these are marked as secrets, so don't count toward the secret's ratio. There is a good supply of ammo and health throughout.

The final area of this level contains the "generator", which is a room with a number of teleports with monsters teleporting in, out and around. This is quite a nice fight, you have to watch your back. The other part of this area is the inevitable cyberdemon fight for this author's first level; you get plenty of rockets and lots of space to fight in.

Difficulty
5
Size
6
Architecture
5
Interest
5
Overall
5

BOOM2_3.ZIP

Title
BOOM v2.3
Filename
BOOM2_3.ZIP containing BOOM.WAD
Size
279Kb
Author
Shawn Prest
Email Address
douglas@bserv.com

Play Information

Game
DOOM I
Episode and Level
E1M1-9, E2M1-9, E3M1-9
Modes
Single
Difficulty Settings
Not implemented
New resources
New Graphics, New Sprites (no patching requireds), New Sounds
Demos Provided
None

Construction

Base
New levels from scratch, sort of, I think
Editor(s) used
Author did not say
Bugs Found
See review

Other Info

Copyright/Permissions
This game is a fully functional shareware game so distribute this shareware version as much you want provided all the files are included.
Where to get this WAD
ftp.cdrom.com

The Review

This is, I suppose, a total conversion for Doom 1. You get new sounds, textures, graphics, and even some modified sprites. It is shareware, with registration fee of $5 ($7 to receive updates by snail-mail instead of e-mail), so I was expercting a pretty good quality WAD.

I was wrong. This WAD is without a doubt the worst Doom level I have ever seen. Just for starters, the new sounds are complete rubbish, and sound similar to some of the samples that came with OS/2 or Win95 (can't remember which).

The first episode imports new graphics are imported to give the levels a unique feel; no other episode I had ever seen was this trash. The new graphics are a series of beginner Paintbrush images, with yellow smiley faces on; they look terrible. All the levels in the first episode are decorated almost entirely with these, so look completely rubbish. There are lots of misaligned and mismatched textures. There is massive tutti fruiti in many places. The levels are just collections of random polygonal rooms, like most beginner levels. Even the between-level screen has massive tutti-fruiti.

If anyone has ever seen the Duracell bunny game (a 3D RPG kind of like Doom, but with bright textures), this episode is like it. It is rubbish.

The play is equally bad. E1M1 gives you the BFG and maximum cells. The levels are all very short, I completed the entire episode in 10 minutes. The only danger is a cyberdemon at E1M5, who can be ignored. There is even a repeated level; E1M6 is the same as E1M5, but with the exit available even sooner (a wafer thin wall is removed).

The second episode had a hard act to follow, but managed to be even worse. E2M1 was the same as E1M1, but with the smiley face textures replaced by sane textures. What a relief I thought, maybe the first episode was just a joke.

Wrong. E2M2 was a copy of E2M1; it was identical, except a few rooms are removed. And E2M3 was an exact copy of E2M2; as was E2M4, and E2M5. Shock horror - E2M6 was a copy of E1Msomething, though with a serious Medusa effect at the start to add to its already terrible tutti fruiti. Then E2M7 was the same as E2M2,...

The third episode I didn't play, but looking in WinDEU revealed that all of its levels were copies of earlier levels.

This is far and away the worst WAD I have ever seen, and the joke is made even funnier because the author expects you to register for $5. And to top it all:

This is an upgrade from version 2.2 and a MAJOR upgrade at that :) This is atleast twice as good as v2.2 and now I can actually say that the levels are okay there not awsome though, yet :)

Does anyone have an original BOOM v2.2? If this one is twice as good, BOOM v2.2 must have been the all-time worst WAD. E-mail me if you have a copy.

Difficulty
2
Size
27x(1-3)
Architecture
2
Interest
1
Overall
1

A truly classic WAD; I can't imagine anything worse.


BRIDGE.ZIP

Title
The Bridge
Filename
BRIDGE.ZIP containing BRIDGE.WAD
Size
4Kb
Author
Justin Ward
Email Address
ward@escape.com

Play Information

Game
DOOM I
Episode and Level
E1M1
Modes
Single
Difficulty Settings
Not implemented
New resources
None
Demos Provided
None

Construction

Base
New level from scratch
Editor(s) used
Deu 5.1 and BSP 1.1x
Bugs Found
None.

Other Info

Copyright/Permissions
Authors MAY use this level as a base to build additional levels. You MAY distribute this WAD, provided you include this file, with no modifications. You may distribute this file in any electronic format (BBS, Diskette, CD, etc) as long as you include this file intact. However, if you charge for it, contact the author first.
Where to get this WAD
Infant2.sphs.indiana.edu, ftp.cdrom.com, Compuserve Gamers Forum.

The Review

This is a level with only one room. You are immediately given loads of ammo and weapons. You don't need them though, as the only opposition are some sergeants surrounded by barrels, which kill them all when they blow up. The room is a simple STARTAN room, with one raising bridge which gives access to the exit. Very simple. Nothing interesting.

Difficulty
2
Size
1
Architecture
3
Interest
2
Overall
2

BSB.ZIP

Title
Blood, Sweat, & more Blood
Filename
BSB.ZIP containing BSB.WAD
Size
274Kb
Author
Steve Johnston
Email Address
Not given.

Play Information

Game
DOOM I
Episode and Level
E1M1-4
Modes
Single/Co-op; Deathmatch at E1M1 only
Difficulty Settings
Yes
New resources
New Graphics, New Sounds, New Music
Demos Provided
None

Construction

Base
New level from scratch
Editor(s) used
DCK, Deutex, WADed, Paintbrush, Creative Labs Wavestudio
Bugs Found
E1M3 - A couple of unclosed sectors, some graphic corruption. E1M4 - There is some graphic corruption and HOM, and it is possible to get completely stuck in a couple of places.

Other Info

Copyright/Permissions
Authors may NOT use the maps, but may use anything else as a base to build additional levels. You MAY distribute this WAD file in any way you want.
Where to get this WAD
ftp.cdrom.com

The Review

Nice title to this WAD. It is a Shores of Hell style mini episode. A number of new graphics are imported for the episode, including a new sky (typical tacky starry sky, a beginner Paintbrush job I'm afraid - this author should have followed the lead set by UAC_DEAD.WAD), and a few new textures, including an animated panel displaying a marine dying (looks like some kind of monster movie screen in play, adds some interest to the level it appears in), and a "Save Game Here" panel, which occurs just before a room full of crushers. Helpful idea, but not terribly atmospheric.

There are also a number of new sounds. These are mainly things like Simpsons quotes; if you like that kind of thing, maybe you'll like this. There is new music for all the levels; only the music for E1M3 sounds good for Doom to me. But then again, as you have probably realised by now, I'm no music connosieur (and I can't spell it either ;D).

E1M1 has a nice start, with you standing on a walkway in space (the new night sky graphic) leading to a building suspended in space. The architecture is all fairly simple, more decoration is needed in places. There are some nice tunnels (similar to Requiem MAP08, but that won't help Doom 1 types I suppose), with the wooden pit props. The level progression is good, you see the start early on and are led back to it at the end.

E1M2 is a frustrating level. It consists of a number of strange gray platforms which you teleport between; there are seemingly suspended in space (the night sky graphic). Memorising the teleport maze is not that interesting, and there are a number of irritating fights (e.g. teleport onto a platform, sergeants and demons attack you. You start strafing to escape demons, then hit a teleport line and get taken away. Now repeat lots of times :-( until you clear platform).

E1M3 is a rather mixed level; there is a strange mix of architectures, including marble and wooden halls and more industrial areas. This level again feels tacky to me as a result. There are a number of those slow moving floors, which are required to reach some areas - it is a bit of a pain to go up on something so slow. There are also a number of areas that are too dark. The marble halls are nice though.

E1M4 has a poor start, another area too dark to see in, and unnecessarily large. This opens out onto a nice acid yard like in the original E1M5. There are some nice areas at this level, but it lacked decoration is some places. The level was still spoilt by a tacky feel. There is a room that could be annoying, which has a low ceiling and lots of fast crushers; I was lucky and got out first try.

This level also has some bugs. If you do one bit in the wrong order you can get completely stuck. Also, I got stuck further on, since I hit a once only switch, and it stayed "on", but didn't do its action! Don't know how that happened, and I can't see why in WinDEU - perhaps I was just unlucky.

Throughout the episode there is limited ammo and health. I died few times, but I rarely had much to spare either. There are some nice traps, but none too serious. There are a few, but not many secrets.

Difficulty
5
Size
4x(4-5)
Architecture
4
Interest
4
Overall
4

BU-CLAF2.ZIP

Title
Claflin Hall goes to Hell
Filename
BU-CLAF2.ZIP containing CAFLIN.WAD
Size
63Kb
Author
Scott Kearney
Email Address
skott@acs.bu.edu

Play Information

Game
DOOM I
Episode and Level
E2M1
Modes
Single, Co-op, Deathmatch
Difficulty Settings
Yes
New resources
None
Demos Provided
None

Construction

Base
New level from scratch
Editor(s) used
DEU 5.1, BSP 1.1x
Bugs Found
There are several lines with line types but no sector tags. There were unclosed sectors. The REJECT was not built, so the level was slow.

Other Info

Copyright/Permissions
Authors may NOT use this level as a base to build additional levels. You MAY distribute this WAD, provided you include this file, with no modifications. You may distribute this file in any electronic format (BBS, Diskette, CD, etc) as long as you include this file intact.
Where to get this WAD
ftp.cdrom.com

The Review

This is a level supposedly based on Claflin Hall at Boston University. However, I can only assume it is not a true likeness, since I'd never go to a University looking that grim! The level is in the sane-Inferno style (the original E3M4 I call the sane-Inferno style, as opposed to the original E3M6, which I call insane-Inferno!).

The level is very patchy in design. The textures used are a strange mix of STARTAN, SKIN textures and gray stone. Doortracks, ceilings and floors of doors were poorly chosen. There are lots of misaligned textures, and many secrets & traps show on the map. There was also tutti fruiti.

The level is not that great to play either. There were few secrets. The level was slow, making it awkward in some of the early fights. There were quite a few traps, but most of these were just release-a-horde-of-monsters jobs, and were a pain to fight. In particular, one trap released a horde of skulls behind the player, before he had the chaingun; skulls are a pain to fight with a shotgun. There was plenty of health and ammo throughout, and an unneccessary invulnerability.

Difficulty
5
Size
6
Architecture
3
Interest
3
Overall
3


BUNKER.ZIP

Title
Undergound Military Bunker
Filename
BUNKER.ZIP containing BUNKER.WAD
Size
90Kb
Author
Terry Hamel
Email Address
Contact via somervi@cs.pdx.edu

Play Information

Game
DOOM I
Episode and Level
E1M1
Modes
Single, Co-op, Deathmatch
Difficulty Settings
Yes
New resources
None
Demos Provided
1 provided in a seperate .LMP inside the ZIP (for Doom v1.666)

Construction

Base
New level from scratch
Editor(s) used
DEU GCC v5.21, WAD_DWD v1.0, IDBSP v1.0
Bugs Found
One barrel not in any sector.

Other Info

Copyright/Permissions
Authors may use this level as a base to build additional levels. You MAY distribute this WAD, provided you include this file, with no modifications. You may distribute this file in any electronic format (BBS, Diskette, CD, etc) as long as you include this file intact.
Where to get this WAD
ftp.cdrom.com, ftp.orst.edu, BBSes: Banished BPU (503) 232-5783, NW Computer Support (503) 620-5910

The Review

This is a large industrial style level. From the very first room the architecture is detailed and impressive. The author makes excellent use of wall mounted lights, windows, gratings and pillars to give the rooms a detailed feel.

The level is mainly gray stone or cement textured. Often this can lead to dull WADs that are too gray, but the author of BUNKER makes excellent use of architecture to make the best of the industrial textures. There are also lots of computer rooms and such which give the level a lot of variety while keeping well to the style.

There are lots of windows between areas, which add further interest to play; the author also makes sure that there are plenty of opposition away from the windows too, so the areas are still interesting to fight when you do reach them.

As usual a have a couple of complaints. Some of the rooms toward the end were not as good as the rest of the level. In a couple of places textures were misaligned. There could be more decoration in places, but as an author of industrial WADs myself I know it isn't easy, and this author has done an excellent job.

The play is equally good. There are lots of clever traps; often monsters are released into rooms just as the player leaves them, (e.g. he player descends a lift into an outdoor area; monsters are released into the room he just left, and start shooting at the player through the window that the player was looking out of only a moment ago!). The author makes good use of closing doors behind the player to make the fights more intense. There are plenty of secrets too.

Ammo was tight for a while; I was pistolling a baron at one point. Then again I later discovered I had missed out a side room with goodies. So I think ammo and health are well judged early on. Health is fairly well judged. The level is tricky in places, but not too hard. My only complaint is that toward the end there are a several fight-a-horde-of-demons/spectres type of fights; these should have been more spread out, more mixed in with some of the better earlier fights.

The level progression is excellent too, you are almost carried round the level by the opening and closing of doors. I prefer a little more freedom to choose my own route generally, but the goodies are well distributed throughout the level, so you generally won't have to worry about where you are going, just follow the route. This is an excellent industrial style WAD, with good traps, fights, secrets and architecture.

Difficulty
6
Size
7
Architecture
8
Interest
8
Overall
8

BUNNWAD.ZIP

Title
BUNNINGS.WAD
Filename
BUNNWAD.ZIP containing BUNNINGS.WAD
Size
88Kb
Author
Robin Kay
Email Address
robinkay@acslink.net.au

Play Information

Game
DOOM I
Episode and Level
E2M1-3
Modes
Single/Co-op/Deathmatch
Difficulty Settings
Yes
New resources
New Graphics
Demos Provided
3 provided in separate .LMPs inside the ZIP

Construction

Base
New levels from scratch I assume
Editor(s) used
DOOMCAD, DOOMED, DMAPEDIT, DMGRAPH, DrGenius, Paintbrush, GWS
Bugs Found
There are some unclosed sectors at E2M1, and lots of wafer thin walls. There is a demon stuck in a wall at E2M3

Other Info

Copyright/Permissions
Where to get this WAD
ftp.cdrom.com

The Review

This WAD is one of the worst I have reviewed. This is even more of a shame, because it is clear the author put a lot of effort into at least the first level.

E2M1 is modelled on the author's place of work. You start out in the toilets, with a few imps to be flushed out (sorry, couldn't resist :-) ). Unfortunately, I couldn't get out of the toilets. It turned out (using WinDEU afterwards) that there was an unmarked switch at the sink which I hadn't discovered (with hindsight, it is possible the author gave a hint, but it is very indirect). Looking in WinDEU the level looks pretty poor, with lots of smallish compartments with troopers, and an outdoor area with so many trees it is probably barely playable.

E2M2 starts with a number of high wooden towers in a large chasm. You drop down and they all lower. You fight the next room, then enter a teleport maze which doesn't show up on the map :-(. I couldn't find my way out, and gave up (IDCLEV again). WinDEU later told me it was a secret door in one of the passages that led out, but I thought I had tried all of that passage. Oh well.

E2M3 starts with an interesting feature, a picture of an imp at the end of a dark passage (the idea is the player things he sees the silhouette of an imp, and blasts all his ammo into it. It doesn't work of course, because all predators look for movement, and the image is static). This level is a maze which doesn't show up on the map :-(. It incorporates a number of places where you can get stuck (or at least seem to). I played for 5 minutes, got nowhere and saw no opposition.

This review is not really complete, but don't expect me to come back and play these levels for real either, they are not worth it.

Difficulty
4
Size
3x(4-6)
Architecture
3
Interest
1
Overall
2

BURNER.ZIP

Title
Incinerator
Filename
BURNER.ZIP containing BURNER.WAD
Size
23Kb
Author
Richard
Email Address
headcpe@online.rednet.co.uk

Play Information

Game
DOOM I
Episode and Level
E1M1
Modes
Single
Difficulty Settings
Yes
New resources
None
Demos Provided
None

Construction

Base
New level from scratch
Editor(s) used
Deu v5.21
Bugs Found
There is a serious unclosed sector error, though this did not show up in play. Also there are some missing textures the player can never see.

Other Info

Copyright/Permissions
Authers may use this lavel as a base for other levels. This wad file can be distributed in any format. This wad file MUST be distributed with this text file intact and with NO modifications.
Where to get this WAD
ftp.cdrom.com

The Review

This is a small level, which takes its name from the incinerator in the first room. The architecture is all very simple. There are not really any great rooms, but there are few defects. There are a number of secrets.

The level is pretty straightforward to play; the opposition are mainly demons and sergeants. There are quite a few traps for a small level like this, but each trap is just a few sergeants, so pose little danger.

Difficulty
2
Size
3
Architecture
4
Interest
5
Overall
5

BW1.ZIP

Title
BW1
Filename
BW1.ZIP containing DARK.WAD and SEQUEL.WAD
Size
89Kb
Author
Author did not say
Email Address
Author did not say

Play Information

Game
DOOM I
Episode and Level
DARK.WAD - E2M1; SEQUEL.WAD - E3M1
Modes
Single
Difficulty Settings
Yes
New resources
None
Demos Provided
None

Construction

Base
DARK.WAD is an updated version of DARK.WAD; author did not say more.
Editor(s) used
BSP/DEU
Bugs Found
Both levels have serious unclosed sector errors - I am surprised they run at all. SEQUEL has a monster embedded into a wall. SEQUEL runs slowly in places, due to unbalanced NODES and unbuilt REJECT.

Other Info

Copyright/Permissions
Author did not specify.
Where to get this WAD
ftp.cdrom.com

The Review

DARK.WAD is a medium sized Shores of Hell style level. The architecture is a bizarre mix of rooms of varying styles; there were some not bad rooms, but the architecture was too simple to be very interesting even in these. There are several rooms where the lights go out completely when you enter, making them a pain to fight; there are also places where you can get completely stuck.

DARK.WAD is tough to play. Ammo is fairly limited, and there are plenty of sergeants, cacodemons and barons to fight. There is a cyberdemon (who appears at all :-( skills), with plenty of rockets and cells; however, the room you fight him is is not spacious and there are skulls and such that get in the way, so it is a hard fight. Also, this fight is very annoying, since I played and survived after a few attempts, only to find I had failed to get a keycard and couldn't get back to the start area, so I had to start again :-(. There are some tough fights, and nasty traps, but overall this level suffers from being too nasty, with the player dying or getting stuck too often.

SEQUEL.WAD continues in very much the same style. There are a number of good rooms here, with a good marble/wood style. But the level is badly let down by terrible level progression. For instance, when you walk up to one keydoor, a blockage rises behind you - whether you have the key or not, so you get stuck just by walking up to it! There are several other places where you can get completely stuck, and several places where you find yourself without the keys to get out of your current area, though normally they are just hidden.

SEQUEL has some terrific fights, some of which I would not have believed possible to survive if I hadn't done so myself (e.g a room the size of the start room at the original E1M1, split into 3 levels going up, linked by lifts; you are trapped inside it, with 4 barons spread between the various levels, with only 10 rockets and your shotgun & shells to fight with). There is a lot of health and ammo, and you'll need it. There are a fair variety of fights and traps, though these are all rather overdone - I don't want to fight barons every room, and I don't want a cyberdemon every level (at least this time you get BFG and tons of cells to make it easy).

Skill levels are only implemented at DARK.WAD, and differ by so little it is probably just an oversight. This is a shame, since these are 2 levels that badly need skill settings.

Difficulty
7
Size
5
Architecture
4
Interest
4
Overall
4

BWARENEW.ZIP

Title
Beware (version 1.2)
Filename
BWARENEW.ZIP containing BEWARE26.WAD
Size
85Kb
Author
Anonymous
Email Address
jorge@hairball.ecst.csuchico.edu

Play Information

Game
DOOM I
Episode and Level
E2M6
Modes
Single/Co-op/Deathmatch
Difficulty Settings
Yes
New resources
None
Demos Provided
None

Construction

Base
Updated BEWARE.WAD
Editor(s) used
DEU 5.0, BSP 1.0
Bugs Found
The level was slow in places, but not too bad. WinDEU reported just a few misssing textures, but I noticed nothing.

Other Info

Copyright/Permissions
Where to get this WAD
ocft.unt.edu, wuarchive.wustl.edu, ftp.u.washington.edu, ftp.cdrom.com

The Review

This level is a shambles. There is no overall style to the level, and despite its size there were no carefully constructed areas. The level seems to be a collection of large areas thrown together. You can barely stand anywhere and not see mismatched, misaligned and poorly chosen textures.

At least much more thought had been put into the play of the level. There were some nasty traps, though these were sometimes walk-through walls. The author made extensive use of trigger lines to change other areas of the level - changing the light levels is a nice idea, since it can completely change the character of an area. Aside from the traps, the level is not that hard, you get all the weapons and a good supply of ammo and health.

But the level progression is a nightmare. Often the player is left with little idea about where to go, and I frequently had to search large areas to find a way forward. I even spent half an hour searching for a keycard, eventually found it, only to find I had already been behind the keydoor earlier. The level has many frustrating points like this.

Difficulty
5
Size
7
Architecture
3
Interest
5
Overall
4

Unless you don't care at all what a level looks like, avoid this one.