1. Requiem
  2. Eternal Doom
  3. GothicDM
  5. Mordeth
  6. Talosian Incident
  7. Dawn of the Dead
  8. Hell Revealed
  9. Hell's Eventide
  10. Chord_ng
1994 - 1995 - 1996 - 1997 - 1998
1999 - 2000 - 2001 - 2002 - 2003


Requiem (REQUIEM.WAD) is a 1997 megawad that contains 32 new levels, uploaded to the idgames archive on July 4, 1997. Several of its designers previously worked on Memento Mori and Memento Mori II. It is famous for popularizing architectural tricks that are used even today, including the faked 3D bridges originally introduced by Dystopia 3. It is also one of the few PWADs that are allowed to be used in Compet-n speedruns.

A custom soundtrack is included as a separate file, REQMUS.WAD. It was composed by Mark Klem, David Shaw and Jeremy Doyle.


The title screen, drawn by Thomas Möller.

The project was moderated by Chris Thornton. According to Adam Windsor, Requiem was first conceived as "the last great megawad for Doom", hence the title's reference to a requiem mass, as Doom was seen as "dying" in obsolescence after the release of Quake brought true 3D to the first-person shooter genre.[1] During development, there were strict rules in place about which enemies and weapons could be used on which maps, in order to ensure proper difficulty progression and that every map felt different from each other.[2] For texturing, however, the only rule was that the textures created by Anthony Czerwonka for his MAP24: Procrustes Chambers were exclusive to that level and not allowed for use on any other.[2]

Each level submitted to the project was posted on its mailing list, where, in theory, they could receive playtesting feedback from the rest of the team.[3] In practice, however, only MAP23: Hatred received any real testing feedback,[3] in the form of complaints about its use of Wolfenstein SS and the final boss.[4] This led to a number of glitches creeping into the final product, most notably an elevator on MAP08: The Reactor where the player can get stuck and become unable to escape without the noclip cheat.[3] The mailing list overall saw little, if any, conversation.[5]

The alleged slow death of Doom that inspired the project also hindered its development.[1] After submitting MAP10: The Black Gate, Orin Flaharty did not respond to emails sent by Chris Thornton when Thornton found during compilation that his copy of the level was corrupted, requiring Adam Windsor to create a new ending for the map after nobody could find a functional version.[6] More notably, the project spent such a long period of time with four maps missing that Chris Thornton announced he would either release Requiem incomplete or cancel it (it is unclear what he intended), requiring Windsor to contribute three levels intended for Demonfear and quickly make a small one for MAP32.[7]


As with Memento Mori and Memento Mori II, Requiem has an "infopack" available separately from the main WAD. As with the other infopacks, it takes the form of a program; in this case, it is a 16-bit Windows application. As a result, it will not run in 64-bit versions of Windows without emulation or the use of a virtual machine. It was created by Chris Thornton and Thomas Möller with the unregistered version of the Formula Graphics Multimedia System; because of this, a splash screen for Formula Graphics will appear before the infopack program starts.

When the infopack is opened, thunder is heard and four clickable buttons will appear one at a time along the bottom of the screen: Requiem Info, Author Info, Credits, and Exit. This startup sequence, including sound effects, will repeat every time the main menu is accessed. Requiem Info provides information on all 32 levels, including screenshots. When the main menu appears, Mark Klem's "The Everlasting Negative", the music of MAP21: Den of the Skull, will begin playing. It will repeat every time the main menu is accessed.


Built-in demos[edit]

This WAD features a full set of built-in demos. All three are complete playthroughs that achieve 100% Kills and Secrets. The credits do not list who recorded the demos, but given he is the author of each level, it was probably Matthias Worch. All demos require Doom II v1.9 for viewing. The demo levels and the demos' completion times are:

Demo Level Time
DEMO1 MAP04: Fireworks 8:34
DEMO2 MAP09: Deep Down Below 11:44
DEMO3 MAP15: Last Resort 24:59


Current records[edit]

The Compet-n episode records for Requiem are:

Run Time Player Date File Notes
UV episode, MAP01-MAP10 0:26:11 Jim Leonard (Xit Vono) 2003-04-27
UV episode, MAP11-MAP20 0:41:04 Jim Leonard (Xit Vono) 2002-07-06
UV episode, MAP21-MAP30 0:38:41 vdgg 2013-04-03
UV max episode, MAP01-MAP10 0:59:25 Jim Leonard (Xit Vono) 2005-10-27
UV max episode, MAP11-MAP20 1:27:40 Revved 2010-11-21
UV max episode, MAP21-MAP30 1:32:26 Revved 2010-09-22

The data was last verified in its entirety on June 25, 2013.

Miscellaneous demos[edit]

Run Time Player Date File
NS episode, MAP01-MAP03 0:09:18 Jim Leonard (Xit Vono) 2001-11-03

The demo only goes up to MAP03, as Xit Vono believed attempting MAP04 after the first three maps would be very difficult.


  1. 1.0 1.1 Windsor, Adam. "The DWmegawad Club plays: Requiem at Doomworld. 2015-01-31. Retrieved 2015-03-11.
  2. 2.0 2.1 Windsor, Adam. "The DWmegawad Club plays: Requiem at Doomworld. 2015-02-05. Retrieved 2015-03-11.
  3. 3.0 3.1 3.2 Windsor, Adam. "The DWmegawad Club plays: Requiem at Doomworld. 2015-02-07. Retrieved 2015-03-11.
  4. Windsor, Adam. "The DWmegawad Club plays: Requiem at Doomworld. 2015-02-21. Retrieved 2015-03-11.
  5. Windsor, Adam. "The DWmegawad Club plays: Requiem at Doomworld. 2015-02-11. Retrieved 2015-03-11.
  6. Windsor, Adam. "The DWmegawad Club plays: Requiem at Doomworld. 2015-02-09. Retrieved 2015-03-11.
  7. Windsor, Adam. "The DWmegawad Club plays: Requiem at Doomworld. 2015-02-14. Retrieved 2015-03-11.

External links[edit]