...DooM levels by Chris Hansen @

 


Latest release:

Flay The Obscene - Reversed (March 2014)

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Projects I have contributed to:

Bella 2

2002 A Doom Odyssey

Hellcore

DOOM 2 UNLEASHED (Pcorf community project)

100 Lines

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Standalone releases:

 

'BLOODY REALMS OF HELL'

Date of release: Nov. 2013

This map was originally meant to be a replacement for one of the episode 3 maps of the 2002 A Doom Odyssey 10 year anniversary edition. But I was way too slow to build it, so it did not get included. It then lingered on my harddrive for some time, when I decided that it could be included in a complete epsiode 3 replacement which I would try my luck with. After 2½ maps I ran out of inspiration and ideas. But what little I had made was at least too good to be scratched, so I stitched them together, added a stunning new sky, a new midi track by Paul Corfiatis and tweaked the hell out of it! It's good map for the casual player, not for those who seek complete blood and carnage. Its not my best work, but I am actually pretty pleased with it despite its complex history. It has been tested with numerous sourceports without noticeable problems. It's not vanilla compatible, but almost. Enjoy!

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'S H O O T !'

Date of release: July 2008

I can sum up this map pretty fast: A return to old school Doom action!
The goal was simply to make a small to medium sized map with great action, fast paced gameplay, puzzles, traps, a hard pumped midi track and a short no-bullshit title! Ingredients that I feel are so important to good Doom 2 gaming experience.
If you haven't guessed it already, this map is more about a fun experience for the gamer than catering to the eye. Sure it looks good, but I tried to focus more on entertaining the player through an trip back to the day when Dooming was.... Doom!

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'M E E K'

Date of release: Mar. 2007

Like any good employee I have installed DB at work and so when I get bored I do a little editing. This little level is a product of boredom at work over the last few months. It's nothing spectacular... at all. It's just a short episode 1 style level, which started out as doodles and ended up as playable.

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'FRONTIER SETTLEMENTS: DISTRESS!'

Date of release: Nov. 2011

In the outermost regions of UAC's space lies severeal settlements with scientists, soldiers and families. All contact was lost to them 13 hours ago and with all conclusions pointing towards a hell-spawn overtaking, the military has sent their best man to do what he does best: Total elimination of the threat.

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'R I S I N G   B L O O D'

Date of release: July 2007

This is a remake of one of my really early levels. I always considered it as my first really good level and I felt that it needed a revival. This level uses a texture pack by Chris Buecheler which I used on my Flay The Obscene Episode 4. It's full name is "CWB Texture Pack 5 for Doom2". The level itself forces the player to use some teleports in one main area to reach other areas to find switches and keys. You will backtrack to some extent, but I have tried to not make it too tedious. The level was intended to be a good mix of action and puzzles wrapped up in good looks! I think this is my first released level that requires a specific sourceport, namely zDoom or gzDoom.

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'H I G H / L O W  1'

Date of release: July 2006

I first started this map perhaps 2 years ago. I then decided to finally finish it and so I did within a month. It has a distinct episode 1 feel to it, however I did not use the same strict rules with this map as I did when making the CH Retro Episode. The environments are a bit different and should, despite the fact that I was a bit rusty at making maps, still be rather pleasing to the eye while still posing a good challenge. Perhaps even a bit harder as I think I slipped a couple of cacodemons in there!

Thanks for DarkFyre and Fusion from "HellCore" for testing the level!

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'H I G H / L O W  2'

Date of release: Feb. 2007

After having warmed up with "High/Low 1" I felt like returning to a style too few wad authors touch: Namely the episode 2 style! I only wish I had made more E2 maps because it really appeals to me and I always feel like there is a lot more room for certain tricks and traps in these maps. There is of course also the artistic challenge of trying to make sense of a map that seems so messy in all those different textures. I find that challenging and very rewarding when you succeed. Which I think you will agree with me that I have with this level. It might not be "Rip it, Tear It, Smash it!" but it is damn close! Enjoy!

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'H I G H / L O W  3'

Date of release: Jan. 2009

The series continues with this episode 3 themed level.
There is not really that much to say other than I like this level a lot. It didnt quite turn out as Hell like as I had hoped for, but instead I got this really nice weird environment that is very unique. But dont misunderstand me: This level is dark, evil and red hot!

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'H I G H / L O W  4'

Date of release: Jan. 2010

High/Low 4 has quite a history. Before becoming a part of this series, it started life way back in 2000, I think, as a Flay The Obscene level. Then I joined Doom Millenium and it became a part of that. But since that never got released, this level just faided into the lost corners of my harddrive. It survived until this date when it has now been completely revamped and has undergone a lot of changes with new areas, a new route through it and all the textures/flats changed. I have changed so many things that I might as well have built it from scratch :) So, yes, technically it is a bit old, but together with all the changes I have made, then you actually get the best of both worlds and I promise you a cool experience!

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'H I G H / L O W  5'

Date of release: July 2013

This map marks the end for the High/Low series. Where the other maps are for Ult. Doom, this map is for Doom II. I originally intented for there to be more Doom II styled maps in the series, but I realised that since I used years on building this one I probably wouldn't be able to keep that promise. So, instead I searched my memory for what I believe are the most iconic Doom II elements in the entire game and merged it all into one, big and glorious map!
The map is very puzzle-centric and to some degree not very linear. It's quite big, so explorers might find themselves lost at times. But it's by no means impossible and I am confident that even players who are not a fan of big levels will find this one very enjoyable. I for one am very proud of this level and it is definitely one of the best I have ever made. Anyway, I'll let you be the judge of that, so if you are ready then hit download link below! Enjoy.

This level was a runner-up at Doomworld's 20th annual Cacowards

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'G A M M A  L A B S'

Date of release: Oct. 2004

This was originally intended as map04 in a Doom II interpretation of Doom project named Doom:Enigma. It died and so this level survived. Here, a long time after it was made, I decided to release it after a couple of minor corrections.

The funny thing about this level is the fact that it is made in the episode 1 style, but runs with Doom II. If I have to say so myself, I have succeeded in creating an episode 1 level under Doom II with good results from having only Doom II graphics.

Gameplay wise it is very interesting as there are only weaker enemies and weaponry. However, the regular foes stands stronger with the addition of Chaingunners, so be careful or this medium sized level will get your trigger finger bloody!

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'I N   A   W O R L D'

Date of release: June 2004

Download this level for that classic Doom II experience filled with spectacular designs and unrealistically action packed gameplay!

It features a wide selection of texture and flats combinations which brings back memories to the original game, yet still manages to be far more unique. The level of detail is much higher and although a bit linear it will still challenge the player' sense of direction as he must find all three keys and travel back and forth in the level. The level of difficulty is hard to say, however generally it must be considered hard as one particularly weapon is missing. There is a variety of powerups to be found and plenty of secret areas to help the player come out victorious.

Do not hesitate to download this level! While not my best work it stille features my regular level of quality.

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'C'MON BRO, I GOT TIGERBLOOD!'

Date of release: June 2013

With this level I had the vision of simply creating a level which is free from clutter and mindless detail. The working title was No Bullshit.

So, if there is not really that much detail and it looks like a map I made in 2001, then what is so good about it!? Well, the fun in this level is definitely in the gameplay. There's a good variety of monsters which attacks you in all kinds of ways. But the real show stealer is in the way you progress! The level is full of trigger effects so the architecture changes a lot. This gives the player the illusion that he is playing a much bigger level but in reality, the level isn't that big. He just keeps coming back to the same places which changes as he progress. It's something I feel is very Doom like and some new level designers forget this while making good looking hallways that is really just a beautiful setting for a boring gameplay. This level tries to be the exact opposite. I'll let you be the judge if I have succeeded, so download it now and enjoy some good, oldschool Dooming!

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'H E L P Y O U R S E L F I S H'

Date of release: May 2003

This is without a doubt the biggest level I have ever made. It is huge and very complex. The texture scheme is very depressive and consists only of brown, grey, green and orange textures and flats with a bit of metal thrown in as well.

Gameplay wise you will get slaughtered. It is Slayer like difficult, and Ultra Violence is extremely hard to defeat. Besides the fact that you face a lot of very different monsters, you will also need to be very tactical and position yourself correct during battle. If not, you will die, or fall into an inescapable lava pit. In this level there is no mercy.

It is filled to the rim with hard pumped action and the stunning atmosphere and architecture will keep you entertained all the way through it! It is not your regular level, it is not your average DooM experience, it is Helpyourselfish!

 

selected one of the 10 best releases 2003


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'RIP IT, TEAR IT, SMASH IT!'

Date of release: Dec. 2002

After the completion of 'CH Retro Episode' (look further down the page) I found myself wondering if I should create a sequel based on the 'The Shores Of Hell' theme. I made a small level and it worked rather good for me. It fitted me OK to do this style. Still I wasn't quite sure whether or not I could design an entire episode. Half way through the second level, I decided that I couldn't go through with it.

So here's the two levels I did create. Thrown together because the first map is very small, considder it a warm-up level. Now don't get me wrong; these are not some second grade write-offs! These are two high quality maps which are sure to relieve you of your episode 2 hunger! There's not all that many good episode 2 maps around, so be sure not to miss these two!

selected one of the 10 best releases 2002


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'C H    R E T R O'

Date of release: June 2001

There was only rule which applied when I made this level: Make it play, feel and look like any of Romero's episode 1 levels in the original Doom!

You won't find any neat tricks of any kind in this level. There aren't any big monsters either. The detail level hits rock bottom! However, "CH Retro" guarantees you a gaming experience which is very rare these days; the true one!

Big words, I know, but "CH Retro" won't let you down! You'll love it for it's pure Doom feeling!

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Updated Version!

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'CH RETRO EPISODE'

Date of release: Apr. 2002

The exact same thing applies to the episode as the above mentioned level of the same name. This is just an entire episode replacement of the same Romero style goodness!
This project has won much critical praise and is along with Helpyourselfish my best custom pwad ever.

If you are at all a fan of Knee Deep in the Dead then I don't think you will be disappointed over spending a couple of hours playing through this!

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selected one of the 10 best releases 2002

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'FLAY THE OBSCENE'

Date of release: Oct. 1999

Flay the Obscene is my thirteenth wad. I chose to send it to various reviewers for them to review. I felt that this level had the possibility to get some high scores, and well... I guess it did!

The level is built mainly upon a brick and stone basis with some variants. It has some neat features with the monsters and it has a small intro-level. This is the first level of the Flay the Obscene series.

Received a score of 9/10 at Team Insanity's website in a review.


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'FLAY THE OBSCENE - PART TWO'

Date of release: Jan. 2000

I realized shortly after the completion of Flay the Obscene that this level had to have a sequel so I ultimately decided to make this a series. This is the second level -or third if you count in the intro level in Flay the Obscene- and continues were Flay the Obscene stopped. The style has not changed although "you" are now realizing that these creatures have technology too which the first mission showed no proof of.

This level uses mostly the same brick and rock textures as the first one, however "you" start finding tech devises and areas. It does not hold as much water as Flay the Obscene, but a lot larger quantity of monsters.

(Exclusive new version available in the "Flay The Obscene - Compilation" further down the page)

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'FLAY THE OBSCENE - THE THIRD'

Date of release: Feb. 2001

This is the third instalment of the series and by the far the best! It's filled with detail and the attention to architectural wonderfulness exceeds my normal maximum. I love this level for it's diversity in colour and scenery without ever moving away from the overall theme.  The challenge factor is high, but it highly depends on how you choose to kill the enemies and when.

The most dominant textures and flats are variants of brick and rock. There's also some metal and liquid textures/flats to complement that. Unlike the other two there's no strictly green gothic area consisting of  marble and gstone.

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'FLAY THE OBSCENE - REVERSED'

Date of release: Mar. 2014

This map is a revamp of the original, and first, Flay The Obscene. I made this version for two reasons: 1) To celebrate that the map is 15 years old and 2) It is great map, which was the first noticeable release from me.

Instead of "just" vigourosly revamping the map sector for sector and thing for thing, I wanted to make it even more interesting and fresh: I had the strange idea to reverse the level, so that the player begins in what was originally the exit, and end the level in what was the beginning. There was a lot of challenges because of that, so I had to change a lot of things! So many in fact, that I considder this to be a fourth installment in the series, because this level feels like a brand new adventure!

So, if you're into classic Doom II gameplay and a pimped up 90's feel, then you do not want to miss out on this level! It has turned better than I would have thought and I am very, very pleased with the result. And I think you will be too :) Enjoy!

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'FLAY THE OBSCENE - DEATHMATCH'

Date of release: Mar. 2001

To finish off the "Flay The Obscene" series this final instalment will take the players into a play field of death and mayhem in a fast and furious DM experience. This level has been made without the use of any trigger effects and is fairly large in size making it perfect for 4+ players. 

It looks like the other Flay The Obscene levels, but plays totally different. No one is spared and nothing will prevent you from winning. Flay The Obscene - DeathmatcH wraps up my best series of independently released levels ever with all the fear and beauty that comes with it and which the series so boldly exhibits.

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'FLAY THE OBSCENE - COMPILATION'

Date of release: Mar. 2001

  I n c l u d e s  

+ Flay The Obscene ver. 0.1

+ Flay The Obscene - Part Two ver. 0.1 
(only available in this comp)

+ Flay The Obscene - The Third

&

+ Flay The Obscene - DeathmatcH

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