Exomoon megawad on /idgames!

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Exomoon megawad on /idgames!

Postby Deadwing » Wed Aug 01, 2018 8:39 am

Download here: https://www.doomworld.com/idgames/level ... ds/exomoon
Mp3 pack*: https://www.mediafire.com/file/c874jm3x ... 3.zip/file

*If you don't enjoy the original Windows soundfont for MIDI's or play with higher quality sound or you just want a higher quality music, I'd definetly recommend downloading this too. Remember to load it into your sourceport (which should support mp3) after loading "exomoon.wad" to listen to the mp3 in-game.

Exomoon (aka Moonblood X) is a megawad for Doom 2. The levels are a somewhat mix of the original Moonblood with some early BTSX levels twist on them, focusing in a mix of the ruins/temple theme with some exotic natural landscapes. Scythe and Mano Laikas also have a strong influence on this. It has been tested on zdoom 2.8 and prboom The mapset is currently on public beta, which means the final versions might have some changes, although hopefully very few of them:

-> Final boss balance might change until Stable Release 1.
-> Par times remains to be implemented
-> If any game breaking bugs gets found, I'll have to fix it and release a hotfix :P Still, hopefully most of them were found in the private test sessions!
-> No balance changes will be made.

The statusbar was created by galileo31dos01. The new skies are all from Mechadon's pack (which can be downloaded here: https://www.doomworld.com/forum/topic/9 ... nt-1713907 ). New textures and resources are from realm667 archives. Some "new" textures and fonts aren't also made by myself, although I mixed them up with some crap photoshop skills.

Special thanks to rehelekretep, FrancisT18, bioshockfan90, NuclearPotato for testing the early version of the wad and giving me feedback and tips!

The wad features:

-> 24 new levels (2 with no-gameplay + 2 bonus + 20 standard ones)
-> Fairly large maps, each one might take 15~25 minutes to finish. For the whole wad, I think it should take 8 to 15 hours to finish.
-> Custom soundtrack, made for this mapset, with the exception of map 32, which uses an unreal track, and some which are from Moonblood.
-> Classic doom gameplay with MBF (-complevel 11) compatibility.
-> Several monster attributes changes, where most of them are easy to identify by the sprite replacements.
-> Because of that, mod support that changes monster behavior is probably very limited. I might release a version without the things replacements to fix that, though!
-> No Jumping/Crouching.

Its main design focus:

-> Simple and clean visuals: The level of detailing is minimum, restricted to trees and wall panels. You might find it even more basic than IWADS.

-> Low monster count: Each level has usually around 200 monsters. Some might classify the later fights as slaughter, especially the ones that complained about Moonblood going slaughter in the later levels, but, IMO, it's not even close lol

-> Non-linearity: Not as much as Moonblood though, due to larger maps, and some levels are actually linear.

-> In a difficult scale of 0 to 5, I would rate Exomoon as 2.7 (Plutonia would be 2.5 and Valiant 3). Relating to Moonblood, I'd say that the exomoon's map 1 is as hard as Moonblood's map 16. It definetly gets harder towards to end, though!

-> There's little difference between the skills levels (like 15 monsters for each difficult), so don't be afraid to select an easier difficult. I had a blast playtesting this on HNTR, since it felt more relaxing but still a challenging experience! Playing on a lower difficult won't give an inferior experience at all.

-> Strict to safe ammo management. Hopefully you won't feel overstuffed if you play the whole thing continuous.

-> Gameplay focused on chaingun (for the low tier folks), rocket launcher (a lot) and BFG (for the hardest setpieces).

-> Not-so obvious progression with some light plataforming, although I worked hard to make keypoints easy to find, so you know always where you need to go.

-> This plays very differently from Moonblood, but it's not necessarily better. Some people might find the former better, although I don't think that people who hated Moonblood will enjoy this at all lol


- All songs by myself, except map 32 (which is an unreal track).
- Levels 31, 9, 12, 17, 21 are remasters from the original Moonblood wad.
- You can download the sountrack here: https://www.doomworld.com/forum/topic/1 ... en-online/


"Humanity has been finally able to reach
a new planetary system through the tele-
portation device!

However, recent reports show that many
Union Aerospace members have been
missing in the successive missions
to the foreign lands! Even now, it is
still unknown what lies on the other
side of the teleports...

As an emergencial measure, the
authorities activated red alert for
further investigations, sending the
marines for the deadly expedition!"

Level list:



Last edited by Deadwing on Fri Nov 09, 2018 8:11 am, edited 11 times in total.
Joined: 30 Aug 2015

Re: Exomoon megawad

Postby Rowsol » Wed Aug 01, 2018 10:22 am

I downloaded it but it won't open. I get an error "Cannot open file "" as archive. Using 7zip.
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Joined: 06 Mar 2013
Location: Maryland, US

Re: Exomoon megawad

Postby Deadwing » Wed Aug 01, 2018 10:48 am

Rowsol wrote:I downloaded it but it won't open. I get an error "Cannot open file "" as archive. Using 7zip.

Try this link: http://www.mediafire.com/file/lktggybe0 ... on-1.5.wad
Joined: 30 Aug 2015

Re: Exomoon megawad

Postby Rowsol » Wed Aug 01, 2018 11:02 am

Works fine now. It's also 3x larger. :)
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Joined: 06 Mar 2013
Location: Maryland, US

Re: Exomoon megawad

Postby Deadwing » Sat Aug 04, 2018 7:30 am

Here's a hotfix:

- Fixed Statusbar colors (thanks galileo31dos01 for pointing that, it looks a lot better now!)
- Fixed Lost Soul weird behavior
- Several text file fixes pointed out by Jayman and myst.haruko

- Map 1: Trap will always be triggered when getting the key.
- Map 3: Added sounblock in the lift to the blue key area.
- Map 3: Added cheese-proof line in the arachnotron setpiece in the north area.
- Map 3: Fixed non-damaging nukage.
- Map 4: Fixed doortrack texture in the doors of the first building (also door-ceiling textures)

RAR: http://www.mediafire.com/file/7yarmcn1s ... 1.rar/file

Wad (in case the rar doesn't works): http://www.mediafire.com/file/g71uxpc49 ... 1.wad/file
Joined: 30 Aug 2015

Re: Exomoon megawad [+Hotfix released!]

Postby RedoLane » Tue Aug 07, 2018 8:11 am

I enjoyed MoonBlood quite a bit, so this is definitely worth checking.
For the record, i'll play this one with Final Doomer+(due to the minor mod compatibility).
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Joined: 08 Dec 2017
Discord: #7295

Great Wad But...

Postby SlipTheDogOfWAR » Sun Aug 12, 2018 4:29 am

I cant seem to get past the first level, after i finish the level it gets stuck on the statistics screen and i cant do a thing about it. Suggestions?
Joined: 11 Aug 2018

Re: Great Wad But...

Postby Deadwing » Sun Aug 12, 2018 8:42 am

Here's 1.6 version:
http://www.mediafire.com/file/8nrogtds2 ... 6.zip/file

Changelog here:

SlipTheDogOfWAR wrote:I cant seem to get past the first level, after i finish the level it gets stuck on the statistics screen and i cant do a thing about it. Suggestions?

What sourceport are you using?
Joined: 30 Aug 2015

Re: Exomoon megawad [+1.7 version released!]

Postby Deadwing » Wed Aug 22, 2018 9:09 pm

Version 1.7 released! Several small changes, but mostly focused on helping on player's navigation and small bug fixes.

Download Link: http://www.mediafire.com/file/byuos697j ... on-1.7.zip

BTW, If possible, can someone provide FDA's for the maps 12 to 20? >.< (especially the final boss) I'm still not much sure about how they behave in different playstyles, and they're the remaining levels before I move from public beta to a stable release.

Changelog for 1.7:

Joined: 30 Aug 2015

Re: Exomoon megawad [+1.8 version released!]

Postby Deadwing » Fri Aug 31, 2018 10:37 am

1.8 version released!

The new version has a fair number of changes regarding the later maps, especially related to pacing and navigation issues, based on what I've got of feeback with the last version! This will also be the last public beta version, where I'll now work in making the coop more interesting for the next release: Stable Release 1.

Download here: http://www.mediafire.com/file/ckcro74rd ... n-1.8.zip/


- Flying spiderdemon has now a bigger attack preparation delay.
- Reduced revenant sphere firerate.

4 - Reduce rockets in Hurt me pleny difficulty.
4 - Fixed wrong wall texture located close to the cyberdemon building

6 - Added some cover in the first archvilles setpiece

8 - Fixed being possible to go out of bounds.

9 - Moved one box of rockets to the cyberdemon area

10 - Added a health bottle in the lift that leads to the Blue Key.
10 - In the red key cyberdemon fight, the lava steps are now more visible.

11 - Moved ammo from the secret to BK area.

12 - The initial path to enter the building has been changed. Hopefully it's easier to navigate now.
12 - The last jump is now a lot easier to do.
12 - Reduced annoying monster placements in some areas (fist setpiece after entering the building, left-branch path)
12 - Moved some ammo from secret to revenant setpiece
12 - Fixed annoying small battle in the south area

14 - Fixed a jump where the player would get out of the map. Added a secret there.
14 - Mmoved ammo from secret area to cyberdemon area
14 - After grabbing the BK, Imps are spawned close to the blue door, so the player gets lured there.
14 - Fixed skippable cyberdemon line

15 - Soulsphere trap in the big central area has less revenants.
15 - Moved blue armor to before the sphere's setpieces.
15 - Added a bit more detailing
15 - Changed a revenant to chaingunner in the big open area.
15 - Added spheres in the beginning, forcing the player to collect one of them to progress.

16 - Setpiece in the otherworld area is slight changed, with a more predictable behavior.
16 - Flying spiders teleport in the Yellow Key setpiece, so the player doesn't get caught so much in surprise.

17 - Removed far away chaingunner in the area with indoor houses.
17 - Changed position of the switch that lowers the yellow key, making it harder for the players to miss it.

18 - The steps in the cracter of the big setpiece in the end is now easier to see.
18 - Fixed arachnotron blocking lift passage in the water setpiece.
18 - Reduced height of the motherdemon platform in the last fight.

19 - Fixed revenants still waking up and ruining exit YK area setpiece.

20 - Fixed shperes firing too early. Also, they're now mancubus spheres.
20 - Added bfg in the final battle.
Joined: 30 Aug 2015

Re: Exomoon megawad [+FINAL release with improved coop!]

Postby Deadwing » Mon Oct 22, 2018 6:54 pm

Final release!

This will be the last release for the wad. Some small balance changes has been made in later levels, with some decoration improvements in some earlier maps and an improved coop balancing. Download here! Link: http://www.mediafire.com/file/2mua9b2z8 ... 9.zip/file

Thanks a lot for the support guys!

This is the last version before Exomoon goes into /idgames, which means there won't be any changes for it anymore unless someone reports a serious bug! Here are the general rules I used for coop mode:

- Radio suits multiplied by 3.
- Green armors multiplied by 3.
- Special powerups usually multiplied by 2.
- Added 2x more ammo. Same for Medikits.
- Added chaingun/single shotgun for everyone
- Boostered only key setpieces with some occasional Cyberdemon each 4~5 maps.
- Some levels has player start in different locations.

Overall balance changes:


- Added a bit more detail on red key switch/soulsphere room
- Added a bit more detail cyberdemon secret

- Reduced overall lighting
- Added more dynamic light in some areas

- Added a bit of detailing in the last cave

- Added a bit more detailing to bfg area and the initial room.
- Fixed some misalignments
- Added some dymanic lighting

- Fixed some misalignments
- Added some little dynamic lighting

- The items in the beginning are easier to spot.
- Stairs are easier to spot in the initial area
- Plaform in the beginning is now more clear thst it is not walkable
- Added another radiosuit
- Fixed appearing dummy sectors when picking up automap
- The exit switch in the central blood area is more clear (add switch)
- Last cyberdemon fight is easier in HMP

- The boss doesn't fly too high anymore
- Changed way to access the secret

- fixed lift not working
- added light in lift to make navigation easier
- fixed cyberdemon getting stuck
- added light in another lift (exit yk)
- fixed computer map wrongly placed
- added new small secret
- added more dymanic lighting
- added some little detailing to some areas

- Added blue key signal to blue door
- Reduced a bit rockets
- added a bit more of detailing in some areas
- added more dynamic lighting in some areas
- fixed a bug in the secret area where the player is able to go outside

- Moved megasphere in the archville setpiece to another place

- reduced supplies on hmp water area
- Added light to lift close to soulsphere
- added bars that lowers with RK
- added light to lift YK
- added bk sign inside RK door
- reduced a bit resources on hmp in the last battle
- changed two megaspheres into a soulsphere and change a soulsphere into a blue armor in the big corridor battle
- fixed navigation issues last battle
- addee light to the last door


- fixed waking up revenants in the exit setpiece.

- changed a soulsphere into medkits in the indoor area.
Joined: 30 Aug 2015

Re: Exomoon megawad on /idgames!

Postby Deadwing » Fri Nov 09, 2018 8:12 am

The wad's up on idgames!

Download here: https://www.doomworld.com/idgames/level ... ds/exomoon

There are no substantial changes from the previous release aside from the final boss level, with an additional area that I've added to make the player more familiar with the new sphere's behavior.

Anyway, thanks a lot for the support! Hope you guys enjoy this final release!
Joined: 30 Aug 2015

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