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Zaero Episode 1
by stevesearle
new comments Doom 2, single player
released, ZDoom
screenshot #1screenshot #2screenshot #3


This is a 3 map wad that uses textures from the quake 2 mission pack, Zaero. Originally made for the Doomsday port, this pwad has been fully updated to the the zdoom engine.

Features include -

deep water
Zdoom custom monsters
Quake 2 sounds and music
custom textures and flats
new menu graphics.

This mapset is VERY close to completion, I am doing final texting and tweaking on the maps, and there should be a release soon.

I need some help though. Once this wad is completed, how would I go about
putting this wad online, as I have never released any of my work before.

Wad is now on Idgames, and is offically released.

Follow the download link below.

Nmn writes:(new) 20.04.2005, 20:52 GMT+1

I knew Doom64 stuff fits well with Quake 2 stuff. Stunning, keep it up.

sitters writes:(new) 21.04.2005, 22:50 GMT+1

looks good

MasterOfPuppets writes:(new) 22.04.2005, 03:54 GMT+1

doom64 meats quake 2. omg its sexy looking, keep up the good work.

Dark_Shadow2004 writes:(new) 29.04.2005, 21:10 GMT+1

Pretty sweet idea, looks like it wil lbe fun, and the D64 sprites and weapon gfx fit the Q2 texture theme well...good combination...:) I have a feeling it will be rather fun to play and look at.

sitters writes:(new) 29.04.2005, 22:01 GMT+1

Very nice I like it.

stevesearle writes:(new) 30.04.2005, 00:41 GMT+1

Thanks for the positive feedback. As it is, the Zaero project has 2 maps done, with a third map in production. I intend to add 3 more 'Units', that have varying textures to the shots seen here.

The Thing that concerns me is the limitations of the doom engine (I'm currently playing this in JDOOM), and because most projects seem to be most popular on the ZDOOM port, I wonder if a move to that port would benefit this mapset, although I've never played ZDOOM, and know bugger all about editing for it.

MasterOfPuppets writes:(new) 30.04.2005, 01:05 GMT+1

just keeps looking cooler. this is great stuff and i can't wait. btw, where can i get the doom 64 resources and the 'Zaero' textures?

stevesearle writes:(new) 30.04.2005, 01:23 GMT+1
edited 30.04.2005, 01:29 GMT+1

The Doom 64 resources are from the JDOOM doom 64 resource pack, but the pack dosn't include every sprite from Doom 64, the one i'm using has been modified and added to usimg XWE.

For the Zaero textures, you will have to download the Quake 2 Zaero demo which includes all the textures from the game (It's about 24meg), and the following programs -

Pakexplorer - to open Pak files and extract textures.
Wally - To export textures to a bitmap format.
XWE - to import the textures into a Doom wad file.

Go here for the Zaero demo -


If you want the full mission pack, which dosn't include the textures for some reason, do a Google/Yahoo search for 'Team Evolve'.

MasterOfPuppets writes:(new) 30.04.2005, 01:28 GMT+1

well they are damn nice textures, i would encourage you to release them in a seperate wad for the doom public's use. :p

stevesearle writes:(new) 30.04.2005, 01:33 GMT+1

I'll see what I can do, but the pack is always being updated with new textures for different areas of the maps, because I have an immense library of Quake 2 textures, from the parent game, mission packs 1 and 2, as well as Zaero that I may/may not import.

MR.INSANE writes:(new) 30.04.2005, 05:36 GMT+1

UNfortanetly you have to ue a port you cannot use custom weapon sprites with doom2.exe but besides that it looks awesome

stevesearle writes:(new) 30.04.2005, 13:49 GMT+1

The Doom 64 weapons and monster sprite have been put into a PAK3 file, which if I try to run with ZDOOM, it dosn't understand.

Would that make this wad Doomsday specific, even if I haven't used any of it's features yet?

stevesearle writes:(new) 30.04.2005, 18:03 GMT+1

I need some help with the Doomsday scripting system. What I've got is, that in map 03 (replacing 'The Gaunlet') of this project, I have a room containig 8 Barons of hell, and a locked door at the end of it. Is it possible to have the door open once all the barons are killed, using XG, and does anyone have any ideas as to how this is done, because I wouldn't know the first thing about XG scripting.

Any pointers would be appreciated.

MasterOfPuppets writes:(new) 30.04.2005, 23:12 GMT+1


The Doom 64 weapons and monster sprite have been put into a PAK3 file, which if I try to run with ZDOOM, it dosn't understand.

Would that make this wad Doomsday specific, even if I haven't used any of it's features yet?
you could extact the bitmaps and imbed them in a wad

stevesearle writes:(new) 03.05.2005, 19:10 GMT+1


This project is being moved to the Zdoom port, because Doomsday has far too many limitations for me to do what I want.

I've had to ditch the Doom 64 sprites, but this means I can put in some of the custom Zdoom monsters, transparent glass, etc.

I've got a few questions though-

1. Does the ZDOOMGL port support the zdoom custom monsters at all, because I've tried my wad, and several others, and thay crash. Works in normal zdoom though.

2. How the hell do you covert a zdoom map in doom format, to a zdoom map in hexen format.

Any help would be great.

Nmn writes:(new) 03.05.2005, 20:26 GMT+1

2. How the hell do you covert a zdoom map in doom format, to a zdoom map in hexen format.

Use thie utility Zwadconv. Download here:
For more information on Zdoom visit out forums
Looking forward to see You there :)

Kaiser writes:(new) 04.05.2005, 22:08 GMT+1

hey stevesearle, while you have time, can you email me at svkaiser@gmail.com? Thanks..

Shockwav3 writes:(new) 28.05.2005, 22:08 GMT+1

always loved vader's custom cacodemon.

Kaiser writes:(new) 29.05.2005, 08:27 GMT+1

wow very impressive screenshots

Nmn writes:(new) 29.05.2005, 14:03 GMT+1

Looking excellent!

stevesearle writes:(new) 29.05.2005, 18:30 GMT+1

These screenshots are out of date. I've posted some new shots on this thread, which should update soon.

As soon as that update is out of the way, I'll get on with releasing this wad, which I hope you will enjoy.

Work on Zaero episode 2 has begun, by the way.

stevesearle writes:(new) 02.06.2005, 20:11 GMT+1

Email - steven_566@fsmail.net

Nuxius writes:(new) 03.06.2005, 23:02 GMT+1

I tried emailing you yesterday, but it bounced back to me saying that your inbox was full.

Just email it to me at nuxius at gmail dot com

If you want, I can upload it to the archives for you.

You did try to upload it to ftp://archives.3dgamers.com/pub/idgames/incoming correct? None of the mirrors, or the incoming that's in the pub directory will not work. It has to be on the 3dgamers site and the incoming under the idgames directory.

stevesearle writes:(new) 04.06.2005, 17:59 GMT+1
edited 04.06.2005, 18:03 GMT+1

OK, I've emptied my inbox recently so I should be able to accept emails now

I'll try putting the wad on Idgames again.

stevesearle writes:(new) 04.06.2005, 18:00 GMT+1

Right, I'll email it to you now.

stevesearle writes:(new) 04.06.2005, 20:08 GMT+1

Just to let you know, I can't email the wad to you, because it's too big to attach to the email.

Good news though. I've managed to upload the wad onto idgames.
I just have to wait for it to be accepted, then i'll put the download
link on this thread.

joe2 writes:(new) 05.06.2005, 04:52 GMT+1

so wheres the download link for this Mod

stevesearle writes:(new) 05.06.2005, 11:59 GMT+1

I've uploaded it to idgames recently.

I'm waiting for it to be approved, then I'll put the download link up.

stevesearle writes:(new) 05.06.2005, 17:45 GMT+1

This wad is now on idgames.
I've just tested the download link, and it works.

I've modified this thread to include the download link, You'll have to
wait for it to be approved before you can play.

If anyone acctually plays this wad, please give feedback.

Nuxius writes:(new) 05.06.2005, 21:56 GMT+1


I played the first level last night, getting ready to play the other two right now.

I'm going to hold any specific opinions until I get done, but I can say so far I am very impressed. I do have a few peeves though, but like I said, I will wait until I am done, to see if you phased them out on your own.

Nuxius writes:(new) 06.06.2005, 02:56 GMT+1
edited 06.06.2005, 07:18 GMT+1


++++++++++non-linear maps
+not a single stock Doom/Doom 2 texture in sight
+using scripts to enhance gameplay, rather than detract from it
+nice amount of detail, with very little of it of the copy and paste variety

-the music
-waaaaaaay to many monster pens in the first level (you should try using some teleporting monsters to spice things up a bit in that reguard)
-need to work on your lighting a bit (use gradient lighting next time)
-there's a blue key in map 02, but no blue key door/switch????

Overall, the non-linearness (I don't think that's a word) and your desireness to spice Doom up a bit without screwing up the classic Doom gameplay wins me over big time.

I would give it a 4.5 out of 5 on the IDgames database, but since they don't allow that, I'll give it a perfect 5.

I definitely look forward to the next part of this, keep up the great work, Steve.

joe2 writes:(new) 06.06.2005, 04:02 GMT+1

Hay can someone tell me where i can get zaero for Quake2 for free

Nmn writes:(new) 06.06.2005, 18:53 GMT+1

Hay can someone tell me where i can get zaero for Quake2 for free

n00b lol

stevesearle writes:(new) 06.06.2005, 20:59 GMT+1
edited 06.06.2005, 21:10 GMT+1

Fair enough criticism, I think.
I agree there are too many monster closets in the first level, but the level wasn't modified from it's original Doomsday port incarnation.
The music, while I've had complaints about using the quake 2 music, I think they fit better with the maps than the original doom 2 music, but thats just a personal preference (perhaps no-one likes quake 2 music).

What I don't get is the blue key in map 2. In the map, there is a blue switch to the right of the start area, I'll post a screenshot,but the switch is there.

Before I forget, about the quake 2 mission pack.

Go here and follow the links to the Zaero download-


You will also need the zaero demo, which includes all the mission pack textures (you'll need a program to copy and paste the texures)

Go here for the demo -


Hope that helps.

Nuxius writes:(new) 06.06.2005, 21:08 GMT+1
edited 06.06.2005, 21:15 GMT+1

What I don't get is the blue key in map 2. In the map, there is a blue switch to the right of the start area, I'll post a screenshot,but the switch is there.
Oops. :o

Yeah, you're right, it was just due to the way I went through the map, I never noticed it. So no need to post a screenshot, sorry about that.

Also, don't post a download link to the newstuff folder. Stuff only stays in there for a limited amount of time, so after that the link won't work. You should either post a link to the page in the idgames archive (which I did above) or post a direct download link to it's final place, which would be


I believe.

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