Reserved Course - DOOM II Classic Game
Reserved Course - DOOM II Classic Game
Expected to Release on: 1st August, 2025
A hellish realm disguised in green arenas and cursed temples.
Game Description:
This is my 11th Map using some of my own made Custom Textures and edited Custom Monsters. This map takes place in the cursed ruins of Teknaf’s abandoned temples, once sacred but now blighted by Baphomet’s wrath. Doom arrives to confront the horrors lurking within, eliminating his targets in a land where ancient blasphemies and relentless terror collide.
It features two new custom monsters: "Bruiser Afrit" and "Red Cybruiser" including the original Cybruisers and Aracnorb Queen. The map starts with a cursed locked hall, which has been designed to use all three keys and brings back the player again in the hall to open the exit. The player finds the first key after teleporting into the backside of the hall, into the lost walls and pathways of temple.......................
Possible Bugs:
1. Please let me know, if any bug is found while play-testing the map.
Special Credits:
1. Custom MIDI Music: Echoes x_Berylxx - Lovesick
2. "Helmet Deep In The Cybruiser" WAD for Monster Sprites (Graphic Images)
3. Realm667 (Website) for Custom Monster Sprites and Textures
4. Special Thanks to @Chubzdoomer and @Doomkid for Sharing Advanced Editing Tutorials
5. @AlexHorror for Providing Request Tutorial on Script Debugging
My Custom Edited Textures are Available Here: [https://www.doomworld.com/forum/post/2832547]
My All Complete Maplists: [https://drive.google.com/drive/folders/1Qe4Ew52lfmGNJDjruT7gPA18o33qWtvJ?usp=drive_link]
Game Description:
This is my 10th Map using some of my own made Custom Textures and edited Custom Monsters for the first time. The WAD brings back to the cursed chambers made of molten white limestone and blue marbles everywhere. It features five new custom monsters: "Dark Afrit", "Blue Cybruiser", "Electro Demon", "Bluegod Acolyte" and "Blue Aracnorb". The Game starts with a closed room which elevates down to the first chamber with a 3D Bridge. The Player gets teleport access above the bridge after killing the first Dark Afrit and Blue Cybruiser of this Map. The Player needs all three keys to enter the exit door. Used New Concepts: Monster Closets, Both Way Elevators, 3D Floors and Floating Rocks, Floor Raising and Lowering, Custom Skybox; Custom Textures, Custom Monster and their Missile/Mele Attacking DECORATE Scripts made with SLADE.
Monster Class with Modified Sounds, Textures and Script-Properties:
(1) Blue Aracnorb: It is as similar to the Original Aracnorb with more radius visibility of blue plasmaball attacking sights. Hitpoints: 150
(2) Electro Demon: It is a blue spectral/pinky demon having abilities to electrify the player like the Archvile Target, but with low damages. Hitpoint: 250
(3) Bluegod Acolyte: A Very Stronger version of Original Acolyte from Hexen. It has three different attacking ranges: Blue Mele Attack, Aracnorb's Attack and Plasmaball Attack. They are more fast and less aimable to kill. Hitpoints: 500
(4) Dark Afrit (Boss): Till then using Plasma Afrit, Violet-Shift Afrit, Comet Afrit other than original Scythe II Afrits; Dark Afrit is far more powerful with combining powers of all classes of Afrit: Multiple Large Cometballs, Multiple White Custom Mele Attacks, Fire-leaving Grounds and normal Grey Mele attack. Hitpoints: 1000
(5) Blue Cybruiser (Boss): As like as the first kind of Cybruiser design, Blue Cybruisers are Energized with Deep Blue Hellpowers having ability of throwing multiple blue mele attacks with a custom Blue Rocket, far splashing and powerful than original Doom Rocket Misiles. Hitpoints: 1250
Special Credits:
1. Custom MIDI Music: "Island Of Clouds" by @Hayden45
2. "Helmet Deep In The Cybruiser" WAD for Monster Sprites (Graphic Images)
3. Realm667 (Website) for Custom Monster Sprites and Textures
4. Special Thanks to @Chubzdoomer and @Doomkid for Sharing Advanced Editing Tutorials
5. @AlexHorror for Providing Request Tutorial on Script Debugging
My Custom Edited Textures are Available Here: [https://www.doomworld.com/forum/post/2832547]
My All Complete Maplists: [https://drive.google.com/drive/folders/1Qe4Ew52lfmGNJDjruT7gPA18o33qWtvJ]
Game Description:
This 9th Map called "Irradiated Madhumati Powerplant" is based on some of my sector detailing skills for the first time, featured on a Powerplant Classical Techbase. There are several 3D Floors featuring Dynamic Lights, High Elevators and Multi-storeyed Building sectors on each of the main rooms of Powerplant.
The Map starts with an entrance base "Displacement Damping Locks", covered down around a greeny dark cluster sky, which leads to a 3D Floating Bridge with some Nukage Falls and a small Container Port Area "Crate Room". The sector next to bridge opens multiple doorways for different powerplant sectors. Two of the doors below are unlocked by two different keys. Each Sectors in this Powerplant are detailed according to its Name Decorations:
1. Mechanized Infrantry Repair Bay (Unlocked with Yellow Key, access to Blue Key)
2. Auxiliary Generator Access (Unlocked with Blue Key, access to Red Key and Exit Sector)
3. Biohazard Dome
4. Fan Unit-1
5. Fan Unit-2
6. Displacement Field Damping Locks
7. Crate Room
8. Charging Station
9. Waterpump Control
10. Fuel Room
11. Ordinary Storage Facility
12. Coolant Tank-1
13. Coolant Tank-2 : Cooling Exchange Access
14. Main Landing Facility
15. Steam Tunnel Access : Drain Water Access : Coolant Pump
16. Control Room
17. Test Lab and Maintenance Unit: No Entrance Available
18. Subsurface Material Transport System
19. Control Room
20. Library: Access To Red Key
21. Turbine Control: Red Key Switch
22. Auxiliary Reactor Access: Locked Exit
Script-Modified Custom Monster Classes:
1. Plasma Helion: It has original Helion Mele Attack along with multiple Plasmaball shooting ability.
2. Pyro Helion: It has original Helion Mele attack along with a Fire Pyro-Fireball shooting ability.
3. Lord Of Imp: The Common Dark Imp with increased hitpoints, having three different fire shooting abilities. It also drops a Magic Backpack after its death.
4. Aracnorb: Modified Attack ranges and mele attack angles definition.
5. Aracnorb Queen (Boss): A Larger version or Aracnorb with highly damaging ultrasonic sounds and multiple cluster fires. Hitpoints: 2000
6. Mini Celt: A Clone and most weal version of Celt Boss, that only throws Ice Clusters having 250 Hitpoints.
7. Weak Cybruiser: Throws two Bruiser Missiles along with a Red Flame custom Mele attack. It has strength as same as the Barron of Hell.
8. Super Cybruiser: Throws one Rocket Missile along with multiple Red Flame attacks. It has strength as same as Barron of Hell.
9. Celt (Boss): Increased attacking range, Missiles and Mele Attack definitions. Hitpoint: 2000
10. Pyro Demon (Boss): Increased shooting abilities and Missile definitions. Hitpoint: 2000
Special Credits:
1. Custom MIDI Music: "Auto Autumn" by @Hayden49
2. "Helmet Deep In The Cybruiser" WAD for Monster Sprites (Graphic Images)
3. Realm667 (Website) for Custom Monster Sprites and Textures
4. Special Thanks to @Chubzdoomer and @Doomkid for Advanced Editing Tutorials
5. @AlexHorror for Providing Request Tutorial on Script Debugging
Game Description:
I have got to learn some more interesting things nowadays like: 3D Floors, Player Single Teleports, Custom Skybox, Script Modifications on Custom Monster, Dynamics Of Light, Earthquakes and Ambient Texture Brightness; glancing on these 8th Map called "Spectral Shores Of Mohamaya Lake".
The Map starts with a shallow water region with a dark cluster sky. Each bases has its own "Pentagon Star" as a sign of Spectral Shore. The Large base with Bluish Designs has three locked doors. The player needs to find Red Key from the Blue Key Gate. The Blue Gate opens with Spectral Shores of Lake, basically the featuring idea of this Map. The darkened pathway has several waterfalls and small lake waterflow throughout the end of this sector. Once the Red Key has been collected from the Switch-Locked Balcony of this sector, the player is free to go for the Red Key Door. The Red Key Door opens with a demonic gathering sector and a small library section. The path will lead to the Lake House, which is the another spectral feature in this wad. The Lake House textures will drive you through many Library sections, Bridges, 3D Hanging Plates and multiple-teleports.
Once you have entered the Exit Door, the last surprise awaits. The Player is teleported to an unknown 3D Base which is a three-storeyed layout Colosseum. The only way to go above the second floor and third floor is through using the only-way cyber elevator. All Boss Monsters must be destroyed from this cursed darkness in each floors to open the Exit Switch Gate.
Script-Modified Custom Monster Classes:
1. Plasma Helion; It has original Helion Mele Attack along with multiple Plasmaball shooting ability. Hitpoint: 250
2. Pyro Helion: It has original Helion Mele attack along with a Fire Pyro-Fireball shooting ability. Hitpoint: 250
3. Lord Of Imp: The Common Dark Imp with increased hitpoints, having three different fire shooting abilities. It also drops a Magic Backpack after its death.
4. Volacubus: Three different types of Flying Mancubus, that shrouds FatShots, Plasmaballs and Green Slimes. Hitpoint: 500
5. Mini Celt: A Clone and most weal version of Celt Boss, that only throusw Ice Clusters having 250 Hitpoints.
6. Weak Cybruiser: Throws two Bruiser Missiles along with a Red Flame custom Mele attack. It has strength of almost same as the Barron of Hell.
7. Super Cybruiser: Throws one Rocket Missile along with multiple Red Flame attacks. It has strength slightly higher than Barron of Hell.
8. Celt (Boss): Increased attacking range, Missiles and Mele Attack definitions. Hitpoint: 2000
9. Pyro Demon (Boss): Increased shooting abilities and Missile definitions. Hitpoint: 2500
Special Credits:
1. @StarSpun5000 for MIDI "Peace" as Custom Music [https://www.doomworld.com/forum/topic/146605-i-made-a-midi-my-first-one/]
2. "Lullaby" WAD for Custom Skybox debugging
3. "Helmet Deep In The Cybruiser" for Monster Sprites (Graphic Images)
4. Realm667 (Website) for Custom Monster Sprites and Textures
5. Chubzdoomer for sharing me idea about debugging DECORATE Script Files working on Slade
6. Alex Horrors [YouTube Channel] for sharing me how to convert ZScript Codes into DECORATE Code Format
Game Description:
Imposter: There's something wrong in Chittagong Port.
Doomguy: What is this about?
Imposter: The Cybruisers! They have become more powerful. We are unable to stop them, its everywhere. We have failed to execute........
These Map features different attack ranges of Cybruisers. In this Gothic Remnants of Chittagong Port, You are going to meet 4 types of Cybruisers and a new monster called "Defiler". The Map beings with a Small Hall Room, Caged Sections and Some Switched Elevators. You have to use the Elevators to go and explore above the Sacred Port itself. Somewhere the Exit is opened among the Key Doors. Take care of the Archviles and Cybruisers. Make some strategy or Cybruisers will blow up everytime. The last two sectors are huge, and needs to be properly executed in order to go through the Exit Door. You might need to comeback to the very first sector, for the Yellow Key Door.
Cybruiser Class:
1. Weak Cybruiser: Throws only three Bruiser Rockets at a time (Weak Rockets) [Appearance: Grey Suite] - 1000 Hitpoints
2. Super Cybruiser: Throws one Rocket Missile and one Red Flame Mele [Appearance: Pale Orange Suite] - 1500 Hitpoints
3. Rocket Cybruiser: Throws three Rocket Missiles at a time [Apperance: Grey Suite] - 1500 Hitpoints
4. Master Cybruiser: Throws one Rocket Missile, two Bruiser Missile and five Red Flame Mele at a time [Appearance: Pale Orange Suite] - 2500 Hitpoints
Few Sound Modifications and Actor Sprite changes have been made using DECORATE Scripts
Sourceport: Tested Only with GZdoom (Better with Higher Versions)
Made With: Ultimate Doom Builder (ZDoom ACS - UDMF Format), Slade 3
Playable with: Doom 2 - Map 01
[N.B: Right Now the situation of Bangladesh is not very good. Many of you might have known about the Quota Reform Movement resolution and Student Indiscrimination aftermaths of Bangladesh. This is one of the Map, I have created to show support and make an eye over Bangladesh from Doomworld Community]
Possible Bug:
1. Please let me know, if any bug is found while playing the map.
Credits:
1. Realm667 (Website) for Custom Monster Sprites and Textures
2. Chubzdoomer for sharing me idea about debugging DECORATE Files working on Slade
3. Alex Horrors [YouTube Channel] for sharing me how to convert ZScript Codes into DECORATE Code Format
4. Special Credits to "Helmet Deep In The Cybruiser" WAD
5. Custom Music debugged from "Egghead Roundabout II" WAD
Game Description:
Afrits are the featured monsters of this WAD. The Map starts with a Small Bridge Territory that makes entrance to a Large Sector covered with Dark and Green Cyber Lights. Above of the Territory's Stairway, the Player will find Red Key Door and Blue Key Door. The way of Blue Key Door is found after collecting the Rocket Launcher and opening traps covered with lots of "Aracnorb". The Door follows a Red & White Marble house way. Two Switches must be pressed to unlock the Gate. In this Sector you are going to have a Boss Fight with "Profane One" and "Phantom". Going further will introduce you to a stronger "Cyber Hell Knight" in a Small Blue Cyber Room which opens a Door to collect the Blue Key after its death. You are going to meet the "Red Afrits" and "Blue Afrits" technically here. The Red Key Sector awaits a Lost Hell Garden with lots of Afrit Variants. The Second Lava Garden has stairways to unlock the Gates for collecting Red Key. If the player collects the Red Key, 4 Crusher starts through the Lobby and activates more Afrits throughout the Garden. In the Blue Key Door, the player needs to unlock the Yellow Flame Gate from high above through Elevators and Switches. There are many locking traps around, but simple one way. The End of Black & Yellow Flame Gates will introduce you to the Stronger Version of "Celt" [Reminder: 8000 Hitpoints] in a Dark Sunset-Dry Ice Environment. This sector is the most time consuming one than the other sectors. Once the Celt is dead, you can come out of the Sector and move forward through the Exit Door, below the Stairways of Cyber Green Lights Sector. Once the Exit Door is opened, the Archvile and Profane One will keep summoning the dead bodies, and you have to beat another "Celt" in the Exit Door Way. Before pressing the Exit Switch, the Archviles must be splashed.
I have finally added Custom Music in my Map for the First Time along with all Custom Textures and majority of Custom Monsters debugged and edited.
Sourceport: Tested Only with GZdoom (Better with Higher Versions)
Made With: Ultimate Doom Builder (ZDoom ACS - UDMF Format), Slade 3
Playable with: Doom 2 - Map 01
Possible Bug:
1. Please let me know, if any bug is found while playing the map.
Credits:
1. Realm667 (Website) for Custom Monster Sprites and Textures
2. Chubzdoomer for sharing me idea about debugging DECORATE Files working on Slade
3. Alex Horrors [YouTube Channel] for sharing me how to convert ZScript Codes into DECORATE Code Format
4. Special Credits to "Violet Shift" Megawad for self-debugging Blue Afrit Variants
5. Special Credits to Jimmy Textures
Game Description:
This is the 5th Experiment Map; features some rare custom textures available from the sources. Throughout the whole Map, you are going to find the Cyber Guards as it leads to a terrifying unction of Cyber Monsters locked alive in a cursed arena and a special Custom Monster called "Hive Mother" from one of my most inspiring Megawad: Sunder. The Map has three Boss Fighting Sectors exactly as pushed with their favourable environment.
The Map starts with a short sector with a Yellow Key Door that leads to the Exit, and a Door staired above the follows the pathway of a Black Castle. You have to face the deactivated Bee Hive Mothers, Cybruisers in order to enter the locked Hell Doors. The Map has limited ammos and calculated ammos seperately for the Monster Distribution. Some Sectors have traps, deactivated monsters, lots of passing switches, traps and short tactical slaughtering. The Player needs to find all three keys from each surprising sectors. If you played my previous four maps, you are going to find more new monsters here called "Famine (Boss)", "Celt (Boss)", "Catharsi", "Chaingun Demon" and "Bloodghost (That will drop Blood Health Bonus)". The Cyber Guardians like: Cybruisers, Cyber Hell Knights and Cyber Barron Of Hells are must in my every map. I am working on making an attribute class of Afrits and Cybruisers for variants of Monsters Skills and Attacks, which will be featured from my next wad (Work in progress). Take care of your Weapon Ammos properly. Sorry for not adding any custom music.
Game Description:
This is the 4th Single Map I've made; The map features the old classical marble textures throughout and has several Boss Fighting Sectors in order to put down the dominance of Doomguy. Remember, in my every maps: I tried to designed it like "You are not the Boss Here". If you played my previous three maps, you are going to find more new monsters here called "Celt (Boss)", "Dark Cardinal (Boss)", "Archon Of Hell", "Pyro Demon (Boss)", "Cryphobus", "Cyber Imp", "Plasma Elemental", "Frozen Elemental", "Clusterfiend and Midasfiend (That will drop Health Bonus and Armor Bonus after Death)" and finally the "Profane One (More Heavy Summoning Ability than Archvile)". The Cyber Guardians like: Cybruisers, Cyber Hell Knights and Cyber Barron Of Hells are must in my every map.
The Map starts with a short sector with two open sectors left and right; including a Middle Door that will lead you through the exit sector, but unreasonable to roam around if you don't have the Keys and Weapons. Plasma Gun can be collected as an optional Weapon through the Red Key collection. Each Key will have several openings. Instead of Archvile position, you can support Profane One's summoning to Clusterfiend/Midasfiend in order to have infinite amount of Health Bonus. The Player needs to find all three keys from each surprising sectors full of summoning, boss fighting and tactical slaughtering for new monsters. Also might need a short experience from WADs like: Sunder and Valiant (UV) to unlock the exit door from a Switch Opening Sector. Take care of your Weapon Ammos properly. Sorry for not adding any difficulty levels, added no custom textures or music. I have started working on Custom Textures that will feature more new monsters and so on.
Game Description:
This is the 3rd Single Map I've made; tried to make less grippy and handy in movements for simple short base. This short map has no Plasma Gun. If you played my previous two maps, you are going to find more four new monsters here called "Cyber Hell Knight", "Cyber Barron Of Hell", "Bruiser Demon" and "Diabolist". The Map starts with a short sector with some locked hall rooms. The hall rooms are unlocked with two different switches from the upper sectors respectively. The Player needs to find all three keys from each surprising sectors full of Archviles summoning, to unlock the exit door from a Switch Opening Sector. Take care of these Archvilles before they keep summoning monsters. Sorry for not adding any difficulty levels, added no custom textures or music.
Game Description:
This is my 2nd Map. I haven't add any Difficulty Levels for it yet, no Custom Textures or Music yet. This Map features several boss fights, as the Terror of dismantled Guardians of DownHell awaits. Slaughterings are not very hard, but you might need to understand the ways of clearing each sectors respectively. This WAD will feature 10 New Custom Monsters from Realm667: "Rocketguy", "Afrit", "Cyber Barron Of Hell", "Cybruiser", "Archon Of Hell (Boss)", "Pyro Demon (Boss)", "Overlord (Boss)", "Crackodemon", "Plasma Elemental" "Aracnorb Queen (Boss) and "Hellion"
The Game starts A Regular Pistol Start with Limited Ammos, covering each sectors with different simple tricks and traps. There are several stair ways that will lead you to each doors. Use the Switches to unlock the Metal Gates. Each Key Door opens with some short slaughtering, but the Exit Sector awaits with a big tactical movements.
Game Description:
This is my First Single Map I've ever done. I tried to make something grippy with limited ammos and handy in movements for simple short base slaughtering's. You are going to find a lot of new monsters here: "Profane One", "Deep One", "Cybruisers", "Archon Of Hell", "Pyrodemon", "Hellion", "Hierophant" and "Tornado Demon". The Map starts with two different bridges and flooded bases. The Player needs to find all three keys from each surprising sectors to unlock the exit door from a Switch Opening Sector. Take care of the Archviles and a new monster called "Profane One" before they keep summoning monsters. "Profane One" can even summon the Cyberdemons. Sorry for not adding any difficulty levels, added no custom textures or music. I am still trying to learn about these things, but being delayed.