Uploaded July 2026 | Updated September 2026, 2 weeks ago
Doom wad: "Breakpoint Zero"
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Wad/File: bp-zero.wad
Game/Base iwad: Doom II / Boom
Date: 06/28/26
Author: QJ_kent
Link: doomworld.com/idgames/levels/doom2/Ports/a-c/bp-zero
Description: Single-map PWAD initially made for "2 Decades of Dooming" mapping contest, where it received an honourable mention. Changes from the contest version of the map: - Added Co-op monsters (Mainly for Ultra-Violence+); - Reworked blue key area encounter; - Slightly reworked the difficulty settings; - Changed DEHACKED for pistol; - Fixed minor graphical oversights; Co-op was tested, but on UZDoom only, as I tried to setup Woof! prior for co-op, but abandoned that, as the port forwarding process drove me nuts. Plus, actual co-op was kind of an afterthought anyway, as my reason to add co-op monsters was the UV+.
Original description:
While technically not my first foray into Doom mapping, as I was previously making either test maps, proof-of-concepts or other stuff, very few of which I only shown to a handful of my friends (and my younger bro), this is the first Doom map that I actually got to release, after I decided to sharpen my Doom mapping skills for once.
The idea of the map came after randomly listening to Descent OST, of which one track I ended up using for this map. Thematically, it's an inside of a hell-infested computer, I guess, and Doomguy does a "full-presence" debugging... Yeah, go guess how that works.
Inspired by Speed of Doom MAP31 (1010011010), mainly by similar theme of cybernetic landscape and restricted monster variety (even though I deviated from the blueprint by adding a lot of flesh and few... puking computers), and, I guess, a little bit by CC2 MAP24 (The Mucus Flow), judging by how common the green color ended up in this map.
As for how I would describe the map itself...
This is probably what debugging of an experimental UAC "full-presence" mainframe looks like. (QK)
Doom wad: "Breakpoint Zero"
---
Wad/File: bp-zero.wad
Game/Base iwad: Doom II / Boom
Date: 06/28/26
Author: QJ_kent
Link: doomworld.com/idgames/levels/doom2/Ports/a-c/bp-zero
Description: Single-map PWAD initially made for "2 Decades of Dooming" mapping contest, where it received an honourable mention. Changes from the contest version of the map: - Added Co-op monsters (Mainly for Ultra-Violence+); - Reworked blue key area encounter; - Slightly reworked the difficulty settings; - Changed DEHACKED for pistol; - Fixed minor graphical oversights; Co-op was tested, but on UZDoom only, as I tried to setup Woof! prior for co-op, but abandoned that, as the port forwarding process drove me nuts. Plus, actual co-op was kind of an afterthought anyway, as my reason to add co-op monsters was the UV+.
Original description:
While technically not my first foray into Doom mapping, as I was previously making either test maps, proof-of-concepts or other stuff, very few of which I only shown to a handful of my friends (and my younger bro), this is the first Doom map that I actually got to release, after I decided to sharpen my Doom mapping skills for once.
The idea of the map came after randomly listening to Descent OST, of which one track I ended up using for this map. Thematically, it's an inside of a hell-infested computer, I guess, and Doomguy does a "full-presence" debugging... Yeah, go guess how that works.
Inspired by Speed of Doom MAP31 (1010011010), mainly by similar theme of cybernetic landscape and restricted monster variety (even though I deviated from the blueprint by adding a lot of flesh and few... puking computers), and, I guess, a little bit by CC2 MAP24 (The Mucus Flow), judging by how common the green color ended up in this map.
As for how I would describe the map itself...
This is probably what debugging of an experimental UAC "full-presence" mainframe looks like. (QK)










