NOTE: At least for the time being the up-to-date wad suggestions for TNS can be found here. Therefore, for now consider the info on this page outdated.
|5room.wad (Five Rooms of Doom)||2015||32 maps, most of them short and cramped, has many bugs, we should ideally make a fix before having it on TNS. Map16 needs cvaroverride “sv_olddropoff 0”.|
|Back to Basics||2007||E2 replacement for DOOM.WAD|
|Based||DW thread||2016||10 maps, most of them with 200+ monsters. map10 has 603 monsters. No idea how coop/TNS friendly is it.|
|Bedlam||2014||E3 replacement for DOOM.WAD|
|bobd.wad||download||2006||29 maps; just in case we will want to have another a bit crazy session; there are some stealth monsters (stealth demons at least); rocket launcher has infinite ammo; a few maps are just remakes of Doom 2 maps|
|Calegacy||2016||42 maps. Only played around 10 maps so far but there seem to be quite a few maps with crampedness absolutely incompatible with TNS. Map35 doesn't work in ZDaemon.|
|Combat Shock 2||download||2012||Slaughter WAD with only 5 maps, has at least one lockout area|
|D2KITANA.WAD||DW thread||2014||32 maps, mediocre maps and mediocre gameplay, some maps are confusing, some have narrow hallways and some would need more radsuits. Also some platforming on small platforms in a few maps. In summary, I wouldn't entirely scratch it out but it's not exactly the ideal wad for TNS|
|dal01.wad||2004||30 maps, need to take a closer look at, REQUIRES JUMP in some maps, was on Mem's server, some maps definitely not very fit for TNS|
|darken + darken2||1999/2000||Together 23 maps. There are some conflicting textures/patches.|
|Death Tormentation 3||2005||E4 replacement for DOOM.WAD|
|Dimension of Time||1998|
|dmp2012.wad||2013||Split into 2 sessions, I think. 31 vanilla/limit-removing/Boom maps + 9 ZDoom/UDMF maps (map30 and map33-40). We already did dmp2013, dmp2014 and dmp2015 so I guess this one would fit as well?! ZDoom maps can be excluded in the maplist but some might actually be compatible with ZDaemon.|
|Doomed in Space||DW thread||WIP|
|Doom II: Hellscape||DW thread||2017|| 10 maps
too many linedefs in 5 maps:
MAP23 - 33,607
MAP24 - 45,881
MAP26 - 36,356
MAP27 - 39,605
MAP28 - 33,337
|draftex.wad||2014||9 maps, E4 replacement for DOOM.WAD, seems to be pretty ammo tight|
|e1 replacement||What's that? (It's mentioned in TNS internal without any further info.)|
|enigma||1996||only 9 maps. has some confusing puzzle maps, not sure how fit for TNS is it|
|Eternity||1994||E2 replacement for DOOM.WAD (missing E2M9)|
|etrnyour.wad (Eternally Yours)||2012||11 maps, by the author of Reverie|
|Evil Returns||Beta01 download||WIP||A WAD by Cartel (on ZRC)/Cobra (in ZD Forums) in a beta stage. He expressed a wish for this to be played in TNS. There is a useful txt in the zip archive and Cartel can be found hanging around in #ducks if questions arise. (I am copying the link here to free up space in the #ducks channel topic. ~duck)|
|Favillesco episodes||idgames links||2013-15||episode replacements for DOOM.WAD, each in a separate WAD. E1 and E2 have no new graphics apart from intermission screens so they could be loaded together without any merging.|
|Final Doom the Way id Did||DW thread||WIP|
|Fragport||2001||32 maps. Old school looking megawad by The Ultimate DooMer. Cramped in places. Some maps are very sparsely populated especially compared to the map size. Might start with pain if we will run this.|
|HC20.wad (Hellcore 2.0)||2006||12 maps. visuals over gameplay, though|
|helinhel||1996||1 session - many maps have fairly low monstercounts. '96 megawad also featuring '96 quality mapping. Not very familiar with it but from a quick look should be at least OK for TNS purposes. Map30 has several switch puzzles (which however should be quickly solvable with “brute force”). Also seems to be impossible to hit Romero in map30 but that can be easily solved with TNS scripts, too.|
|Into The Void||DW thread||WIP||community project centered around polishing speedmaps for release in a megawad|
|joetune.wad (License to Ilya)||2015||Yup, I'm serious. We should probably run it with the custom sounds removed, though. 17 maps.|
|JOI||DW thread||WIP||12 maps (map01-11, map32), some of them quite long. Map11 is currently unfinished but it can be exited.|
|jptr_v40 (The Lost Episodes of Doom)||1995|
|jth (Journey To Hell)||download||2009||Slaughtery megawad heavily inspired by HR, HR2 and AV. Some maps have cramped start areas.|
|Khorus - 9-maps wad||DW thread||2012|
|mayhem12.wad?!||2012||12 maps, last map has over 1000 monsters|
|MAYhem_2013.wad?!||2014||11 maps. lol, map10 start|
|Necropia?!||2009||1/2 sessions? Now, this wad absolutely sucks in my opinion, it's ridiculously unbalanced in terms of health and armor, it has BFG (all guns actually) in (almost?) every map and I gave it a nickname deathpit.wad because… well, I think you can guess the answer… BUT to my surprise I've seen a few people make positive comments about it already and when it's played on Duck servers people don't really seem to be bothered by it. REQUIRES JUMP. Map27 has narrow hallways and map29 will probably break the record in deathpit deaths if we don't puke teles. Anyway, if this passes it wasn't my idea :P Blame Evo.|
|New World 2||2004|
|Nightmare||download||2011||9 maps with a new custom final boss monster|
|Nihility||DW thread||WIP||so far an E2 replacement for DOOM.WAD with some new weapons and monsters. Author plans to expands it to a full 36-level megawad.|
|nmdu.wad||2009||27 maps for DOOM.WAD, might need to start with pain rota|
|NOVA III||DW thread||WIP|
|PAR||download||2003||13 maps for DOOM.WAD (E1M1-E1M9, E2M5-E2M8). Some start areas are very cramped and E1M4 is unbearably cramped but it probably could be finished under 2 minutes. The WAD seems to be a bit “visuals over gameplay” oriented.|
|pwfinal + skepland||2014/2011||Maybe also add Memfis' Plutosis to it (4 short maps). All three require Plutonia as IWAD. Plutonium Winds has death exit on every map but author said he may add new maps along with removing the death exits some day… At least one map in pwfinal will also require some coopfixing/puking tele.|
|reticue1.wad?!||DW thread||2013/WIP(?)||10 maps, new maps planned|
|Reverie||2011||1 session with limited maplist. Memfis' maplist is : 8, 10, 13, 15, 18, 20, 21, 23, 24, 25, 27, 28, 29, 30, 31, 32. I believe only 16 maps is too strict. I think some maps would become playable by simply slightly moving player 2-4 starts to better places (without giving players access to areas deeper in the level).|
|spacwars.wad||2015||12 singleplayer maps, Not sure if it's possible to convert this wad for ZDaemon. Final version of the wad crashes ZDaemon with this message: 'Script error, “ANIMDEF” line 34: Animation has too many frames'. Some monsters and textures would also have to be remade so ZDaemon can recognize them. There are also some objects apparently unknown to ZDaemon that show up as the graphic with exclamation mark. But I suppose these are just decoration stuff not too important and can be easily fixed by replacing the exclamation mark graphic with a transparent graphic.|
|speedmaps by rdwpa||DW thread||WIP(?)|
|Struggle||DW thread||WIP||All weapons except SSG are new + some modified monster behavior and some new monsters. Might be too cramped for TNS. Currently 17 maps, it's supposed to be expanded to a full megawad.|
|Sunder||2009||14 maps, there are some partially coopfixed versions floating around (sunder_multi_1.wad, sunderfixed.wad, sunderrevised.wad), map11 and map14 throw “Map error: bad or missing SSECTORS lump. You need to build the nodes before playing this map!”; 1st rota could be finished relatively quickly with the TNS crowd, what for 2nd? :D|
|Switcheroom||2014||36 maps for DOOM.WAD|
|Switcheroom 2||DW thread||WIP||32 maps for Doom 2|
|Texture Extravaganza||DW thread||WIP|
|The Blueberry Shadow||DW thread||WIP(?)|
|The Ultimate Doom II||DW thread||WIP|
|TNT 2: Devilution||DW thread||WIP|
|TPBM.wad (Thy PrBoom Maps)||2015||14 maps, seems to have a lot of cramped areas but need to take a closer look at|
|twzone (2nd release)||1999||poor man's Zone 300. 32 (+3 weird ones without exit) small to medium-sized maps from 1998 by Paul Corfiatis. Many narrow passages.|
|Ultimate Doom In Name Only||DW thread||WIP||old DW thread: http://www.doomworld.com/vb/wads-mods/69226-ultimate-doom-in-name-only-voting-for-new-leadership-see-page-20/|
|Ultimate Simplicity||2005||it's a .pk3 that won't run in ZDaemon (don't know if it's possible to convert for ZDaemon) and sp_simp.wad what is a previous version of the wad throws 'Script error, “ANIMDEFS” line 83: Switch must have an on state'|
|uu2e1-v1.wad?!||DW thread||2013||7 maps, unfinished UAC Ultra 2 that most likely isn't being worked on anymore.|
|Valiant||2015|| important problems:
- Some of the imp's attack frames seem to be missing so imps disappear for a moment in their attack sequence (not present in valiant_zdfix_v2).
- Suicide bombers don't work now and only the graphic with exclamation mark is shown in their place (not present in valiant_zdfix_v2).
- The Archvile boss in map30 freezes after beginning his attack and is therefore harmless (not present in valiant_zdfix_v2).
- Aracnorbs replace all chaingunners and they also seem to be randomly(?) located in places where they're not supposed to be (not present in valiant_zdfix_v2).
- Aracnorb's dying sound is silent.
- There is supposed to be some random chance that after killing an arachnotron an aracnorb raises from its dead body.
- Many HOMs. They can be fixed by adding new vertices.
- Map06 crashes ZDaemon.
- Maps 13 and 23 throw this error: “Map error: bad or missing SSECTORS lump. You need to build the nodes before playing this map!”
- The Final Countdown easter egg in map27 doesn't work.
- Map30 doesn't work properly in ZDaemon
monsters are supposed to be released from their rooms in some intervals. They're currently not released at all except for the final boss.
- Some frames of the red Archvile boss appear after player picks up invisibility.
- Chaingunners are supposed to drop clips, not chainguns.
- No new obituaries (except for SS Nazi) present in the WAD and therefore you get Mastermind's obituary after getting killed by Cybruiser. The other new monsters either have the old obituaries or a “died” one.
|vilecore||2000||32 maps. seems to have a lot of narrow passages|
|vv + vv2||2005/2006||7 maps each, might have some conflicting textures or patches|
|32hnpain.wad||32 maps, requires TNT IWAD, narrow hallways and small rooms EVERYWHERE, not fit even with limited maplist|
|Cleimos2||very confusing maps and too cramped|
|doom32||32 maps, WAD from 1997, seems not fit quality-wise for TNS|
|Eternal Torture||Too cramped?|
|Interception: Part II||DW thread||most likely dead, no maps available for download and the last post in the thread is from 23 December 2012|
|Stomper restoration project|| DW thread|
|AFAIK it was discontinued, the new maps were put into Freudian Slipgate.|
|vengador_spbv2.wad||download||Suggested by PerronDon. Generally weird, mazes with 64-wide corridors, long narrow bridges|
|xarath12.wad||DW thread||Too cramped.|
|X-noob survival||concept not fit for TNS|