My levels

Here is a full list of my .WADs. I tried to write a short description, as objective as possible, of each level. They are ranked by date completed. If you have any comments on my levels, please send me an e-mail with your comments. You can find some screenshots of these level in the relative section.

 

punto elenco Blitz - DeathMatch: With this level every project of mine has got its own DM map. This one is inspired by the "Blitz" series, of course: the main theme is tech-base and features the same style as "Blitz" and "Blitz 2". It is designed for FFA with 4-16 players (but there are 13 starts): I sketched the layout so that game is attracted towards the big central outdoor arena, where 4 starts and Super Shotguns are, hidden inside 4 columns, that can be lowered only from the inside. The large arena is sorrounded by a long well lit corridor, where other 4 starts are together with a Chaingun in each start spot. At cardinal points there are 4 rooms with other 4 start points and 4 different weapons (Shotgun, Chaingun, Rocket Launcher and Plasma Gun), as well as relative ammo and Medikits. In each one of these rooms there's a Blue or Green armour or a Soul Sphere and a teleport, that brings you on the top of the nukage fountain, where the BFG and another start spot is placed. Some Stimpaks are placed in the corners of the arena and more health, armour and ammo is scattered here and there. Graphically, this level features a quite detailed architecture and some details could hinder players' movement, but I tried to place most of them on walls and ceilings with several light sources (especially in the corridor along the arena), which add a nice touch to the map, making it very good-looking. Gameplay is fast-paced, especially if you play with a lot people; this is not a map for 1-on-1. I think that the minimum number to have fun here is four. The .WAD includes a new background music by Tolwynn (ada-ds10.MIDI): it's a MIDI file, so this means that you can listen to it only if you play the .WAD with ZDoom-compatible ports (GZDoom, ZDaemon, Skulltag, etc.) or those who can play .MIDIs. Let the frag-fest begin!
punto elenco Outpost of Hell - DeathMatch: This DM map is inspired by my "Outpost of Hell" series: in fact it features the same Gothic-ish style with few touches of hellish theme. It is designed for FFA with 4-5 players (maybe it gets a bit too cramped with 5 players!), but it is a bit too big for 1-on-1. It is a medium-big map with a long red corridor around the main arena in the centre and four rooms at cardinal points, where the different main weapons (Shotgun, Chaigun, Rocket Launcher and Plasma Gun) are placed together with the Super Shotgun in each start point. The BFG is placed on a pedestal in the middle of the arena: there is a start on it, but you can reach it with one
teleport located in one of the 4 "start rooms". Two teleports in each "start room" leads to the red corridor, whereas other teleports hidden in it lead to the main arena. There are 2 Green Armours and 1 Blue Armour hidden in 3 of the 4 "start rooms". Health, armour and ammo are scattered here and there. Architecture is quite simple and not very detailed, so that details don't hinder players during the game, but I think it's still good-looking. Gameplay is neither frantic, neither slow. The .WAD includes a new background music by Tolwynn (got_ds10.MIDI): it's a MIDI file, so this means that you can listen to it only if you play the .WAD with ZDoom-compatible ports (GZDoom, ZDaemon, Skulltag, etc.) or those who can play .MIDIs. Have fun! - Try the revamped version by Jason Root a.k.a Grotug and Hellbent.
punto elenco Judas32: It is a re-interpreation of one of my favourite DeathMatch .WADs, "Judas32_", that I often play on-line on ZDaemon in 1-on-1 duels with my friends. I made it from scarch, but inspired by that level: I used different textures and flats with a more tech-ish theme and tried to make it a bit more detailed, without hindering players' movement. I also varied a bit the gameplay, by removing the teleports, by changing the BFG placement and by adding a new teleport that leads you to the new BFG placement: it's a bit hard to explain... try it out by yourself... it's funnier! Though the original .WAD was "designed for any number of players" (from the .TXT file), this one is designed for 1-on-1 duels: after all, both the original map and my re-interpretation are a bit too small and cramped for a game with more than 2 (max. 3-4) players! It keeps the same fast-paced gameplay as the original. The .WAD includes a new background music by Tolwynn (ada-ds11.MIDI): it's a MIDI file, so this means that you can listen to it only if you play the .WAD with ZDoom-compatible ports (GZDoom, ZDaemon, Skulltag, etc.) or those who can play .MIDIs. Enjoy it with your friends!
punto elenco Italian DooM - Lost Levels: This is a pack (.ZIP file) including the resource .WAD of the should-have-been "Italian DooM - Episode 2: The Singularity", two maps originally designed by me for that project and the secret map made in cooperation with Toranaga a.k.a. Ultimate Lorenzo, each one in its own .WAD... better in its own .ZIP file, containing the .WAD and the .TXT files of each level. In the .TXT files you can read the part of the original story associated with that map and its description.
punto elenco DooM Castle: This should have been the secret map in Episode 2 of the "Italian DooM" project. Its layout was first designed by Toranaga and then I added monsters and items plus ACS Scripts, i.e. I created the gameplay and regulated difficulty and skill levels. Then Toranaga tweaked it a bit, especially as for graphics. Most of the level is classic, i.e. it has got mainly original "DooM 2" textures, flats and monsters; gameplay is quite classic too, apart from few puzzles, and linear. As for graphics, it features a simple but good-looking gothic architecture with medium-high detail level. As for difficulty, it is quite hard at the beginning, then it gets easier, but mind the final challenge! Read the .TXT file for more information about the layout and structure of the map.
punto elenco Arachnophobia II: This should have been the final map in Episode 2 of the "Italian DooM" project: it should have been the level set on the great UAC military compound and barracks. After a long period of abandon, I converted it to a single map, but I kept almost everything as it was: I only fixed and tweaked few things according to Toranaga's hints after he beta-tested it, and modified the final challenge. It's the biggest and most complex level I have ever made: see the .TXT file for statistics and other info. Notwithstanding, the level itself is not very detailed, although it shows some nice ideas and, here and there, awesome architecture, good detail, painstaking lighting, etc. Gameplay-wise it is non-linear, but not too complex, so you shouldn't get lost, because the game is always confined in precise sections, where you must accomplish certain objectives and get keys to go forth. As for difficulty, the map is designed to provide an intense challenge to every kind of player, but exploiting infighting can lower the difficulty level. Read the .TXT file for more information about the layout and structure of the map.
punto elenco IMPerious: This should have been the 3rd map in Episode 2 of the "Italian DooM" project: it should have been the level set on Imps' planet. After a long period of abandon, I decided to convert it to a single map, but actually I didn't change very much: I removed the spaceship where the original start was and moved this in front of the temple; I changed the ending, added some light sources, modified balance of health and ammo and fixed some minor bugs. It is set in a sort of hellish temple or mausoleum, that actually contains not only sanctuaries, but also a crypt, a prison for all enemy visitors and strange pumps and machinery! Originally this map should have been part of a project by me and Tormentor667, who began the map (the first part, that is the Atrium, was made by him), but at last we abandoned that project for time reasons. Graphically it is quite nice with imposing architecture, unique theme and style (gothic-ish) and high detail level. As for gameplay, it is quite linear, but with some simple yet effective puzzles, but still based mostly on action. Difficulty-wise, it is not a piece of cake, thanks to new monsters based on the original Imp and few tricks and traps. Read the .TXT file for more information about the layout and structure of the map.
punto elenco Italian DooM - DeathMatch: Though it has nothing to do with the other projects, I gave this title to it, because it was made in cooperation with the other member of the "Italian Team", Toranaga a.k.a Ultimate Lorenzo. It is a medium-big map, ideal for FFA game with 4-8 players, not good at all for 1-on-1 duels: the more players you play with, the moer fun you get. The map is quite simmetric and is divided into two halves by a central room, where the BFG is; it has got 8 starts and all weapons with relative ammo; Medikits are located near the starts, whereas 4 Stimpaks are around the central room; there is one Green Armour and one Plasma Gun (located in corridor) for each part. To get BFG, open the door to the room containing it, then press the switch nearby and then run towards it: beware to barrels, which other players could try to explode against you! This very simple puzzle should discourage players from abusing BFG. As for graphics, architecture is quite simple, so that details (most of which are located on walls and ceiling) don't hinder players' movement., but it is still good-looking thanks to choices and combinations of textures and flats; lighting is very painstaking in order to make up for the simple architecture. I hope you have fun with it!
punto elenco Italian DooM - Episode 1: The Lost Colony: This is the first episode of a sort of Partial Converstion (PC) for Doom 2. It was made by me and two other Italian Doomers, Toranaga and Buzzbomber, i.e. the so-called "Italian Team". The .WAD includes 7 maps + 1 secret level, new graphics (new textures, flats, sprites, pictures, etc.), new background music, new monsters, ZDoom effects, ACS Scripts and much more! Gameplay is interesting and funny, thanks to a well developed story (through messages and ACS Scripts); graphics is very good-looking and themes and styles vary from tech-base to Gothic/Medieval and hellish; difficulty is extremely challenge; lots of new features (like "quit messages" in Italian - with their translation in English below, of course) make this .WAD unique! Download it now or read more here.
punto elenco Frag Factory SP: This is a sort of experiment I made modifying a DM level, originally designed by Stephen The Ultimate Doomer Clark, to adapt it to SP gameplay. I kept the same layout as the original .WAD, whereas I just added a new start room, that is a sort of hangar, and monsters, more ammo, armor, health and few other little things. It is a very small map, where you have to clear out a factory with the weapons you find there. It is action-packed and not easy at all! I suggest that you follow a strategy, if you don't want to die soon!
punto elenco Red Eye: This .WAD should have been a DeathMatch level (in fact, its original name was "Metal DM"), in accordance with my initial project, but, once I completed it, my testers wrote me that it was too big for deathmatch and that there were some features which didn't fit deathmatch gameplay, such as tight spaces. So I decided to convert it into a Cooperative and Single-Player .WAD: I mantained the same structure and changed the gameplay, by balancing ammo, armour and health, adding monsters, enlarging some areas and implementing some ZDoom features and ACS scripts, which help to develop the story and to intensify the gameplay. I also added a new monster, although it is not new: he is a strengthened Chaingunner. Moreover I recoloured and strengthened the SS Nazis, who now are the Body Guards of the new Chanigunner, who has got the Red Skull Key. Thanks to Virgil The DOOM Poet, the level was improved very much. The gameplay is intense and every room is full with monsters, which will make you busy throughout the level. There are also several stealth monsters, which can trouble your way, if you are not careful and prudent: they can be located easily... after all, they are ghosts. You will have to accomplish various objective, while exploring the invaded base, that you must take by storm. Your main mission is stoppin the monsters' invasion and clear out the base. I think that a fast-paced fighting technique could be fatal for most of Doomers; so I suggest that you adopt a tactical technique. It is not "Blitz" or "Blitz 2": here monsters are placed so that they can always damage you easily. As the old title suggested, the main theme of "Red Eye" is metal and, in particular, it is made up of METAL1 textures. Architecture is fine and I focused much on detailing and lighting, which are really painstaking and can cause some slowdowns; so I suggest that you decrease your resolution, if you notice that your sysyem slows down too much. I think it is a good challenging map with nice graphics, worth playing. Don't miss it!
punto elenco Blitz 2: It is the sequel of my old "Blitz" level. As I did in its prequel, I tried to focus my attention more on gameplay and difficulty than on graphics, architecture and detail, as I usually do in my levels. But at last the level became more and more detailed, since I love detailed levels too much! ;-) So here is a level both challenging and good-looking. As for gameplay, the story line I wrote is really nice and lets players fit into the level; though I didn't use any ZDoom effects (the map should work with the vanilla Doom2 .exe), I managed to develop the story line very wel through the map: locked or broken doors make you change route, so that you explore a lot of areas (the warehouse, the computer station, the nukage area, the laboratories and, finally, the depot full of dynamite, which you must explode, to destroy the invaded UAC base and finish the level; but be quick to quit the old base, otherwise you may be involved in the explosion! In order to create a fast-paced level, I placed the monsters in "easy" positions, though this reduces difficulty, which is made high through the great number of monsters and the presence of big monsters, since the beginning. The new weapons (the Beretta, a new kind of Chaingun and a Flamethrower) make the level faster-paced, thanks to their high fire-rate. The level isn't too difficult, but the final areas and challenges are very hard! Play it and enjoy it!
punto elenco Outpost of Hell 2 - The Fortress: This represent my work done to improve myself in level design (architecture and detail). It may look a little too monotonous with those GSTONE textures, but it is more detailed and better-looking than its prequel. Wood pillars, niches and various kinds of columns break the GSTONE monotony; battlements and towers (I spent a lot of time to edit them!) help to set the level in a real fortress. But the level hasn't only one theme, but it is a multi-theme one, with offices, "churches", a little hospital, a library, a cemetery, etc. Though it was intended as single-map .WAD, it contains two different maps: this broke the continuity of the level, but I had to divide it because of editor problems. It is very challenging, especially the two "churches" and the courtyard of the fortress, but not too hard, because of the presence of casualty wards, supplied with "berserks". Download it for an intense challenge!
punto elenco Run & Kill: This is sort of an "exercise-level". I made it in order to practise in editing Doom levels, after a long period of rest and before working on more important projects. So don't expect a great level as for graphics and architecture, because I focused my attention mostly on difficulty. In fact, this is a difficult level, with hard fights and  scarce health and ammo balances! You have only the ammo you need to kill the monsters (and probably you can't kill all them!) and there are few Medikits. (See the suggestions in the .txt file!). As for graphics, the best-looking area is the court-yard, beyond the two locked door and before the final arena. It is a good challenge for average players!
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Alien DM: This the deathmatch level of my "Alien" series. It is set in an invaded UAC nuclear plant. You can play it without monsters (with the first two skill levels) or with them (with the other skill levels). If are you ready for a deadly match with your friends, download it.

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Alien 3: This is the third and last episode of my "Alien" series. Obviously, it is the best map of the series and you can note all of my improvements in editing. It is composed by four maps: two "little" alien spaceships (the first levels); an earth cavern, recently invaded by aliens and, at last, the alien mother ship, on which is the last alien weapon (the Big Brain, of course). There are new features not implemented in any of my previous .WADs: deep water and scrolling floor (ZDoom features), new weapons (a Beretta pistol and a flame-thrower made by Scuba Steve), some modified monsters (suicidal imps and strongest SS soldiers) and new sprites (stalactites, stalagmites, a little fire and a gas lamp, hanging from the ceiling). The architecture and graphics are much better than the prequels, though they are quite monotonous (all the levels, apart from "The invaded caverns", are set in spaceships!). The rooms are pretty dark, but illuminated by the new kind of light sources (the lamps hanging from the ceiling); the darkest level (with few light sources) is the third and this darkness makes the level very hard. All the levels are quite challenging, but also fun, for an average player (remember the suicidal imps!). Check your ammo often and don't waste it, otherwise you may be forced to use your fists! I suggest you download it. Look at the screenshots in the relative section!

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Outpost of Hell: I think it is one of my best (and biggest) levels. It will take you more than an hour to play it to the end. I characterized it resorting to two different themes: the ruins and the technology base. They are quite contrasting but they make this level unique. The architecture of this level isn't very good, but I do my best; the major flaws are the corridors, that make you confused. The graphics is quite good and looks characteristic. The lightness is never the same, but it changes, though not very often; however the level is mainly dark and not much areas are illuminated. The level is quite hard, the balance ammo/monsters is very good and you rarely will found yourself without ammo. You need ZDoom to use properly the save games. Ultimately, the level is good to play: only the aesthetics are unsatisfactory. In the same level there is a little map for deathmatch. You can find some screenshots of this .WAD in the relative section.

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Blitz: A very nice level to play: it sets in a technology base on Earth, where monsters are working on special teleports and computers, new weapons and new monsters. You have to explore and clear this base. Also in this level, the architecture isn't very good, but you have to note the special lift communicating with four floors (it took me a lot of time to make it work properly!). Another feature of the level is the five ends: in the last room of the building, in fact, there are five teleports, but only a teleport take you to the easiest end, the other four are very hard. Will you find the easiest end at once? This .WAD can be played by three players in Cooperative, at most. The level isn't very hard, apart from the (hard) four ends and the last Cyber Demon of the base.

punto elenco Alien 2: The sequel of "Alien". This time you have to clear the base of the aliens, that invaded the Earth, in their planet and destroy their new monster. In this map you can note my improvements in comparison with alien.wad. The architecture and the detail are poor, but in development. The level is quite easy, but this time the traps are well placed and could be a serious obstacle to the completion of your mission.
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Ghosts: The new special features make this .WAD nice, but the 6 levels that make up the .WAD aren't good, especially for the architecture (almost all the rooms are square) and this is a pity for this .WAD! With regard to architecture, the only good level is the fourth, the Cemetery. The new features are mainly enhancements gotten by DeHackEd: rising trooper, almost all the monsters are ghosts (partial invisible), Imps fire Arachnotrons' fireballs, Arachnotrons fire fireballs of Plasma Gun, Archvile Attacks is completely invisible and so on.

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Alien: This is my first decent .WAD! It is the first map of my "Alien" trilogy. The architecture, the detail and the graphics are very poor, but it is fun to play. In addition, it is easy.