Hello All,
Around a year ago I released a 12-map WAD called Infernal Odyssey which can be found on ModDB here - https://www.moddb.com/games/doom-ii/add ... al-odyssey
I posted a thread on DoomWorld at the time (and even received an Honourable Mention in the 2025 Cacowards), however, I had not realised that these forums also exist and are active, so thought I'd now share it here too. I'm currently working on my next project which will be a spiritual successor, and so would massively appreciate any feedback (both positive and/or negative) that people may have, so that I can improve my maps going forward. Unfortunately, I don't appear to be able to attach screenshots here as the filesizes are too large, but there are plenty shown on the ModDB page.
This WAD is a set of 12 UDMF single player levels. They start off relatively simple and straightforward but become progressively more complex and ambitious. Requires GZDoom. Pistol start is enforced for every level, and jumping/crouching is disabled. Freelook is strongly recommended, and hardware rendering is also recommended. Mostly vanilla-style gameplay although utilises certain modern features such as 3d floors, slopes, wormhole portals, and custom monsters. Levels take place in a variety of settings, alternating between Earth/techbase and Hell. Map design is mostly non-linear, with different paths that can be tackled in any order, although this varies by level. The WAD as a whole is probably slightly on the easier side, however, there are two special extra difficulty levels (Insane and Hellish) for those seeking a greater challenge.
Key Gameplay Changes:
- Pistol damage increased by 40%, and fire rate increased by 10%
- Default max ammo amounts increased
- Starting ammo increased by 100%
- Lost Soul health reduced by 30%
- Health and armour bonus effects increased by 100%
- Plasma Rifle projectile speed increased by 20%
- Revenant missiles have a 100% chance to be homing, but the homing strength is significantly reduced
- Revenants drop a single rocket upon death
- Chaingunner damage is slightly less variable and slightly lower on average
- Barons of Hell are slightly bigger and move faster
- Radiation Suits respawn
- Chainsaw and BFG replaced with new, modified custom weapons
Hope you enjoy, and good luck!
Thanks,
Skunkbear
[UDMF] Infernal Odyssey (12 maps)
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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Kappes Buur
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- Posts: 4231
- Joined: Thu Jul 17, 2003 12:19 am
- Graphics Processor: nVidia (Legacy GZDoom)
- Location: British Columbia, Canada
Re: [UDMF] Infernal Odyssey (12 maps)
I enjoyed this old school map set, thank you for it.
I have one slight criticism for maps 11 and 12.
While all other maps are well lit, 11 and 12 are just too dark.
I have one slight criticism for maps 11 and 12.
While all other maps are well lit, 11 and 12 are just too dark.