=========================================================================== Archive Maintainer : Update to : Advanced engine needed : maybe ZDoom / UZDoom Primary purpose : Single play; Coop and Deathmatch partially =========================================================================== Title : Demon Attack's Remains Filename : da_remains Release date : 30.06.2026 Author : bowserknight / OneDoomedAngelo (old names), Serial.Chiller Email Address : [redacted] Other Files By Author : CH_test_new.wad Misc. Author Info : Description : Back in 2014 - 2016, I used to be part of a small team that wanted to make their own 32-maps mega-wad called Demon Attack. Unfortunately, we stopped at 28 maps and the project never got fi- nished. I found this wad lying around in my Doom folder and thought I'd upload it. Originally, I only wanted to upload my own maps but then I found every else's too, and decided to upload them as well. I made 5 of these maps (Maps 07, 16, 28, 30 and 32). The other maps were all made by the people listed in the credits below. In 2026, I even went back to fix some things now, like missing names of a few maps, bug fixes, gameplay adjust- ments etc. I even went through the effort to record UV-MAX demos for all the new maps, just in case anybody is wondering how to complete a certain map. These maps vary in difficulty and quality, due to the different mapping skills and styles of each person. But most of the maps are for a bit more experienced players, there's a few rather nasty ones. Most of my own ones are based on levels in other games or other Doom maps. I will include some thoughts from each of these mappers about their own works, as far as possible. So even if you see someone talking from a "Me" perspective, it's the author of the map speaking and not me. Additional Credits to : -Doomdaniel95 [14.5 Maps] -Paul Vonk (now called KingBro) [1 Map] -Fitzkrieg / Liam Fitzpatrick (now called FuscaBat) [4.5 Maps] -TheStiCat [2 Maps] =========================================================================== * What is included * New levels : 28 Sounds : No Music : Yes Graphics : Yes Dehacked/BEX Patch : No Demos : Yes, UV-MAX for all maps Other : No Other files required : No * Play Information * Game : DOOM2 Map # : All Maps excluding Map 04, 10, 12 and 21 Single Player : Designed for Cooperative 2-4 Player : Player starts only, untested Deathmatch 2-4 Player : Player starts only, untested Other game styles : Difficulty Settings : Yes * Construction * **** MAP 01 **** Name : *Untitled* Author: : Anonymous Base : New from scratch Music : Default Comments : This beginning map has a somewhat troubled history, it was made by another person outside of the ones mentioned in the credits. I'm not in the position to say more than that. The map it- self seems perfectly fine tho! **** MAP 02 **** Name : Current Control Author : Doomdaniel95 Base : New from scratch Music : Default Comments : This is the first map I made and what spurred the creation of the (still unfinished) DA WAD. It's nothing special, but it functions well enough as a small map early in the WAD. **** MAP 03 **** Name : Bleeding in the Basement Author : Doomdaniel95 Base : New from scratch Music : TNT Map14 - Cold Subtleness Comments : The start of this one literally continues from where 02 left off. I made this one later into DA's development, and it shows--it's more po- lished than some of my others and holds up pretty well today. Me being me, I also had to put some insane Easter egg in... **** MAP 05 **** Name : Junkyard Author : Fitzkrieg Base : New from scratch Music : Default Comments : I must've played over 1,000 Doom maps and I don't think I've ever seen this theme before. The junkyard idea comes from the most underrated puzzle game of all time: Star Wars Pit Droids. I had its banger soundtrack in my head the whole time while making this. I think this turned out to be my most solid contribution: I had a lot of fun fighting through this map and its theme is rife with opportunities for Doomcute details. **** MAP 06 **** Name : The Forest of No Return Author : Fitzkrieg Base : New from scratch Music : Donkey Kong 64 - Fungi Forest (Night) Comments : This map was originally called the Everfree Forest, based on the same-named location from My Little Pony: Friendship is Magic. Nowadays I look back to the 2010s and loathe myself for going through a massive brony phase, but I was the most inspired I had ever been when making this map. Some aspects of this map I'm really proud of: the atmosphere is exactly how I intended it, ammo is scarce but if you run out of ammo you can probably slip past enemies to grab more, and the final fight makes great use of pinkies. **** MAP 07 **** Name : Dungeon of Terror Author : Myself Base : New from scratch Music : Hexen - Hypostyle Editor(s) used : Doombuilder 2, Ultimate Doombuilder Known Bugs : May Not Run With : Unknown Tested With : ZDoom / UZDoom Inspired by : Hexen (1st Boss Map: Hypostyle) Comments : This is the 5th map I ever made, which happened around 2015. I've always liked Hexen's first boss map. It's just a series of challenges which ends in a simple boss fight. I tried to recreate most of its rooms in this map but I couldn't figure out a good way to include that one room where you have to platform on pillars over lava. Now the main lobby only has 3 paths instead of 4. The fights here can be very hectic and claustro- phobic but at least the map is rather short. And I hate to admit it, but I also created a terry version of this map some years ago. It only replaces the final room with a stupid terry trap. I promise none of that is in this version. **** MAP 08 **** Name : Dreamt World Author : Doomdaniel95 Base : New from scratch Music : Hell Revealed Map09 - Oww! Comments : A strange map that has an accurate title--about 80% of the layout of this one came from a dream I had, with me only filling in a little bit (mostly behind the blue door). There is a way to exit this map early, which isn't terribly hard to find, and that was also part of the dream. To this day, years later, I've never had this com- plete of an idea for a Doom map in a dream, and even getting a small idea doesn't happen often. **** MAP 09 **** Name : *Untitled* Author : TheStiCat Base : New from scratch Music : Default Comments : Since we've been unable to get into contact with TheStiCat, there won't be anything here. Unfor- tunately none of us could find out what the name of this map is. **** MAP 11 **** Name : Cyberlodeon Author : TheStiCat Base : New from scratch Music : Default Comments : Since we've been unable to get into contact with TheStiCat, there won't be anything here. **** MAP 13 **** Name : Miner's Melancholy Author : Doomdaniel95 Base : New from scratch Music : Doom E1M2 - The Imp's Song Comments : This map is ok. It's the first of a few where I went a little overboard and didn't need to make it have 6 keys. Not much is noteworthy here, but anything that is (like the power lines at the start) is unfortunately overshadowed by this map overstaying its welcome a bit. This is also another one where you can tell I like allite- rative map titles. **** MAP 14 **** Name : Valley of the Viles Author : Fitzkrieg Base : New from scratch Music : The Legend of Zelda: Ocarina of Time - Gerudo of Valley Comments : I don't remember how I came up with the idea for this map, but it's a pretty huge miss imo. I thought it would be really exciting to have viles teleport in all around the map, move about randomly and potentially snipe you from different elevations, but it didn't turn out that way at all. And this map is really ugly, I couldn't figure out how to make it look better. I think this map could have turned out decent if I had scaled it down quite a bit. **** MAP 15 **** Name : Mastermind's Library Author : Doomdaniel95 Base : New from scratch Music : Default Comments : One of my better maps for DA. It uses 6 keys, but it seems not to overstay its welcome here. I also have to give myself credit for the piano--it's one of the cooler things I've made in Doom- builder. The only thing I regret is making the teleporter puzzle for the red keycard. I based it off a level of a minigame I played quite a bit in my childhood, but it actually worked in that game because it was a one-screen puzzle... in this map, it's just a nightmare. I think with that removed, this would be a pretty solid map in a finished project. **** MAP 16 **** Name : Ancient Battlefield Author : Myself Base : New from scratch Music : Super Mario 64 - Bowser's Road Editor(s) used : Doombuilder 2, Ultimate Doombuilder Known Bugs : Minor graphical glitches, should be fixed tho May Not Run With : Unknown Tested With : ZDoom / UZDoom Inspired by : Super Mario 64 (Bob-Omb's Battlefield) Comments : This is the 3rd map I ever made, around 2014. It is an almost 1 to 1 recreation of Bob-Omb's Battlefield, with some small liberties. Most of the crates, trees and other objects are in the exact same spots as in Mario 64. Even the dead marines you can find in some places are supposed to be the pink Bob-Ombs from the original. The Mancubi and Pain Elementals are supposed to be those big iron balls rolling down the mountain. I had some issues with this map, because I kept getting weird HOM effects at various textures and I had no idea why. I also lost the map at one point and had to use an older version and do all the difficulty settings over again. But all in all I like this one! **** MAP 17 **** Name : Metallic Misery Author : Doomdaniel95 Base : New from scratch Music : Default Comments : Oh look, another alliterative map title... This one is a standard techbase map, mostly run-of- the-mill with a couple of cool details. Again, this probably would've been better as a 3- or even 4-key map, and without the maze leading up to the blue skull key. **** MAP 18 **** Name : Kingdom of the Abyss Author : Fitzkrieg Base : New from scratch Music : Default Comments : This was the very first full-length map I had made, and there are some areas where that really shows. Nonetheless, I like some of the concepts here: If you go for the yellow key before taking out the fortress defenses, you will almost surely die. The meandering stairs where you climb through the mine and get attacked from multiple sides would have been so cool if it weren't so square. If I'd ever get back into mapping, remaking this one might be worthwhile. **** MAP 19 **** Name : Echoes of Evil Author : Doomdaniel95 Base : New from scratch Music : Default Comments : A decently-sized map that switches between the dimensions of a modern tech base and a medieval castle setting. I find this one to be interesting enough and don't think it has any glaring flaws. **** MAP 20 **** Name : The Troll's Lair Author : Fitzkrieg / Doomdaniel95 Base : New from scratch Music : Default Comments : Yikes, what were we thinking? This map is nasty. Doomdaniel95 made the first half of this map, I made everything past the first locked door. For every idea that works here, there are several that don't. What was with my obsession with mazes??? The blue keycard area just sucks. That's too bad, because the yellow keycard area and the final battle in the red keycard area are perhaps my two most exciting contributions in the entire wad. -"Fitzkrieg" Ah, the experimental map. This is the only map in the WAD to have 2 authors, as I worked on it with Fitzkrieg/FuscaBat. I made most of the first area up to the 3-key door. This map is definitely a mixed bag. I think the red skull key path turned out pretty well, working with the map's tricky vibe, and there is a funny small troll present. The yellow skull path is ok; I probably could have done without the platforming (though some might enjoy it), and the ring-shaped hall leading up to the key is way too dark. The blue skull path is pretty bad; first off, I should have made the switch in the basement much more obvious than having it be one side of a small paperweight de- coration--I don't know what I was thinking, honestly. Then, in the room with the hole in the floor, I tried to make it like a gimmick where you fall down and land in a different room, but it's the same room and leads to the blue skull. It's not very convincing, and I should have used a silent teleporter to make it work better, seeing as this is a Boom-compatible WAD. Finally, the trap past that door is poorly designed. I think most of the ideas here are pretty cool but largely could have been executed better. -"Doomdaniel95" **** MAP 22 **** Name : Ashes and Blood Author : Doomdaniel95 Base : New from scratch Music : Default Comments : This one had some inspiration from the design in Scythe 2 MAP16-20, though this map's design definitely doesn't compare, even if it is mostly decent. **** MAP 23 **** Name : Halls of Stone Author : Doomdaniel95 Base : New from scratch Music : Default Comments : My last contribution to DA. By this stage, the project had been going on for a few years, with mostly everyone running out of ideas and moti- vation to make new maps. We only had a few maps left before we'd have a full 32-level megawad, so this was one I whipped up to get us closer to that goal. I got the idea for this one partly from some older map I had made and never re- leased, and I added more from there to make this a full map. Before I finished this one, though, the project was pretty obviously dead, so this just got added without custom music and without even a map title. (title was added in retrospect) **** MAP 24 **** Name : Battlegrounds Author : Doomdaniel95 Base : New from scratch Music : Duke Nukem 3D - Future Military Conquests Comments : This was originally going to be MAP29, and MAP29 was originally going to be MAP24. They were switched due to the current 29 being a grander map. I like some of the ideas in this one, though I could have it a bit more obvious what to do in some of the dark areas, and the ascent to the blue keycard just sucks. Otherwise, not bad. **** MAP 25 **** Name : Atlantis Author : Paul Vonk Base : New from scratch Music : Doom E2M6 - Sinister Known Bugs : Possible texture glitches, depending on which sourceport you use Comments : All I remember was trying to recreate and give my spin on the final two levels of Tomb Raider. Hence the linearity. We were young, inexperienced with game design and were all just kinda winging it, most of the others a little better than I could at the time. **** MAP 26 **** Name : Waste Facility HQ Author : Doomdaniel95 Base : New from scratch Music : Default Comments : The largest, and longest, map I made for DA, along with MAP29. It's fitting for a map this late in the WAD, though it can be a bit tricky to navigate at times, even with the arrows helping you along your path. The forced puzzle is a bit unfortunate, as while the hint is obvious, if the player doesn't remember or see it, there are 120 possible switch combinations, and it requires being fairly quick as well. There is also no way to backtrack upon getting there without first solving the puzzle. Also, for some reason, I decided to make the yellow skull switch a gunshot trigger--I guess teenage me thought I was being pretty clever. Rough around the edges and fairly tedious as it is, I do still like this one and some of the ideas I implemented in it. **** MAP 27 **** Name : UAC Storage Base Author : Doomdaniel95 Base : New from scratch Music : Rise of the Triad - I choose the Stairs Comments : The second map I made for DA, after MAP02. I wanted to make one of the later maps next, as I had an idea for a bigger map. This one is another techbase taken over by the demons, nothing special, but it does have some cool details and doesn't feel like it overstays its welcome to me. I probably should have made the blue skull key a bit more obvious, but that's really the only nitpick I have with this one. **** MAP 28 **** Name : The Twilight Network Author : Myself Base : New from scratch Music : Metal Slug 3 - The Midnight Wandering Editor(s) used : Doombuilder 2, Ultimate Doombuilder Known Bugs : May Not Run With : Unknown Tested With : ZDoom / UZDoom Inspired by : A dream I had Comments : This is the 2nd map I ever made, which happened around 2012. The first map I ever made was just a private project for testing purposes, so it never got uploaded anywhere. A long time ago I dreamed about this map which had a bunch of big, round structures suspended in mid-air inside a black void, all at varying heights, and connected via several bridges / stairs, like everything's connected. I wasn't really able to convey that in this map, it didn't turn out nearly as interesting as I imagined. I used to like the concept of this map but now, I actually kinda dread playing it. It takes a long time to complete, the design isn't anything special and some of the later fights are too over-the-top. The main gimmick here is that you have to beat the map twice, which I thought was cool at first but it just draws out the map too much. But it was only the 2nd map I ever made so I guess it's alright. Like map 16, I lost this map at one point and had to re-do a few things through an old version. **** MAP 29 **** Name : Decayed Disposal Author : Doomdaniel95 Base : New from scratch Music : Doom E2M4 - They're Going to Get You Comments : This is probably my favorite map that I made for DA. I'm certainly biased, as I put the most work into this one, but I think overall it turned out well. I haven't seen anything quite like the mo- ving platforms in the area with the red and yellow keycards, and I thought it was cool what I could do with voodoo dolls on conveyors. You can kind of cheese the moving platforms by running along the centers of them, so I might try to de- sign that aspect better were I building this today. I love a good crate room, and the one with the red and yellow skulls is quite epic, though I might have overdone it a bit here. Overall, I do like the sort of unconventional challenge this map presents, being 29. **** MAP 30 **** Name : Deep Inside Evil Author : Myself Base : New from scratch Music : Default Editor(s) used : Doombuilder 2, Ultimate Doombuilder Known Bugs : There's some small invisible objects in the Mastermind room that can block your movement, no idea how to get rid of them or why they're there May Not Run With : Unknown Tested With : ZDoom / UZDoom Inspired by : MDK2 (final boss) Comments : This is the 6th map I ever made, after this I only ever worked on 1 more map (CH_test_new.wad). It was around 2016 back then. Like in the game MDK2, you have to enter the body of the final boss and blow its brains out, literally. Gameplay-wise, it's sort of a race-type map. The Cyberdemon at the start is supposed to drain all your ammo, so don't be surprised when you end up with only the pistol. You're not supposed to be able to kill everything, you just have to survive long enough until you reach the Rocket Launcher which lets you kill the Romero Head. The explo- sions of the rockets are barely big enough to reach between the veins and damage Romero. This time, it takes a lot of hits for him to actually die since you only deal chip damage to it. All in all, I really like this map, I actually went back and improved a few things in 2026. For example, I didn't like how the ascent into the icon at the beginning of the map looked, or I added little markers to show where the random icon spawns will show up to make getting tele- fragged harder. Also changed small bits of the architecture and gave the final fight more ammo. **** MAP 31 **** Name : Pipeline Author : Doomdaniel95 Base : New from scratch Music : Default Comments : As the title suggests, I wanted to make a map themed around pipes. I like how this one turned out, even with some of the map being kind of bland. Again, were I designing this today, I would try to make more of it stand out better and be more interesting, but I really like the room with the red skull key as the central focus of the map. **** MAP 32 **** Name : Tower of Souls Author : Myself Base : Modified (Ultimate DOOM) Music : Doom E2M8 - Nobody Told me about Id Editor(s) used : Doombuilder 2, Ultimate Doombuilder Known Bugs : May Not Run With : Unknown Tested With : ZDoom / UZDoom Inspired by : DOOM 1 (E2M8: Tower of Babel) Comments : This was the 4th map I ever made, around the year 2014. With all these maps like Go 2 It from Plutonia, or Dis 2000 from Hell Revealed 2, it made me want to also take one of the classic maps and turn it into a harder version. The name Tower of Souls comes from Actraiser 2 on the SNES but it doesn't have anything to do with that apart from the name. The thing here is that there's a lot more Lost Souls, hence the name. To make matters worse you have to carefully use rockets against them until you get better weapons. Thanks to the amount of open space, this map is actually fairly easy compared to some of my others. It used to be created with Hexen settings, where you could only continue to the next part after killing the required Cyberdemons. But for the sake of the megawad, I switched to normal Boom settings so now all the fights are time-/ switch-based. * Copyright / Permissions * Authors may NOT use the contents of this file as a base for modification or reuse. Permissions have been obtained from original authors for any of their resources modified or included in this file. You MAY not distribute this file in any format. * Where to get the file that this text file describes * The Usual: ftp://archives.gamers.org/pub/idgames/ and mirrors Web sites: FTP sites: