Cyberhell
WAD in, WebGL out
Fully rendered first-person shooter. Classic Doom WADs convert straight into it.
A first-person shooter that plays real Doom map geometry in 3D rather than in a raycaster — sectors triangulated into real floor and ceiling polygons, doors, switches, lifts and teleporters, pickups, and a tactical automap. Fifteen enemy types, each modelled and animated on its own, come at you with hitscan fire or light-casting projectiles that throw real shadows, coordinating by sight and hearing instead of walking straight at you. Hits spray blood or oil depending on how cybernetic the thing was. Six weapons split across three ammo pools — bullets, shells, energy — run from an always-on energy chainsaw up through a machine gun to a rapid energy repeater. Clear a level's exit and the next map in the pack loads with your arsenal intact, health floored at 50. Pick a pack and a map on the entry screen and drop straight in.
The WAD is the level format
Nothing is hand-authored. A converter reads a Doom WAD straight off the lump table — vertexes, linedefs, sidedefs, sectors, things — and triangulates every sector into a real polygon, holes included, instead of the bounding-rectangle shortcut earlier builds used, so floors stop overlapping and the game stops letting you fall through them. It classifies every acting linedef — door, lift, floor mover, teleporter — into a triggers array the engine replays, so a switch panel actually raises a lift and a teleporter pad actually teleports; a per-map reachability model watches where you are standing and offers a hold-to-extract prompt if you wander into a pocket the exit cannot be reached from. The engine fetches all of it as data at load: drop another converted pack in and it appears in the entry screen dropdown next to the rest, geometry, action lines and all. Seven packs are in already, 198 maps between them, none of them drawn by me.
Pack and map are dropdowns on the entry screen, and so is starting with every weapon. Esc gives the cursor back. Touch controls appear on mobile. If a level traps you somewhere the exit cannot be reached from, hold E to extract back to known-good ground.
Runs in the browser on its own host. Nothing to install.