Title

Cyberhell

WAD in, WebGL out

Fully rendered first-person shooter. Classic Doom WADs convert straight into it.

Play in the browser ↗ cyberhell.acidlemon.com
A shotgun kill mid-burst in MAP01 Entryway: a bio-cybernetic soldier vanishing in a spray of red blood and purple oil chunks against cyan and yellow neon panels, shells at 49 and health at 100% on the HUD.
In game Cyber-industrial · cyan and magenta panel light over Doom brick Captured from cyberhell.acidlemon.com
What it is

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 mechanic

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.

In the wild
The same corridor two seconds later: the killed soldier collapsed in a spreading red and teal pool on the floor, blood and oil sprayed up the neon wall panel behind it.
Blood and oil settle into a floor decal, scaled to the hit
First-person view holding the always-on energy chainsaw, its blue-white blade spinning and lit, HUD showing 299 energy and 76% health.
The energy chainsaw — always on, drawn from the energy pool
First-person view firing the energy repeater, a rapid stream of glowing cyan bolts arcing out from the weapon toward an enemy down the hall.
Energy repeater mid-burst, rapid fire on the energy pool
Pack 3 (Final Doom TNT), Level 1, loaded from the entry screen's pack and level dropdowns: two soldiers standing down a lit teal corridor, pistol raised.
Pack 3 (Final Doom TNT) loaded from the entry screen, MAP01
LEVEL 1 CLEARED overlay for Pack 1 (Doom II) MAP01, reading Portal Secured, Extraction Ready, with Next Level, Replay and Menu buttons and the pack/level dropdowns to jump straight into the next map.
Clear the exit and the next map in the pack loads, arsenal intact
How to play
Enter the Abyss
Start — the button locks the pointer
WASD
Move
Mouse
Aim and look
Left click
Fire
Right click / E
Open doors, hit switches, use teleporters and lifts
Space
Jump / mantle a ledge
1–6 · scroll
Chainsaw · pistol · machine gun · shotgun · energy rifle · energy repeater
Tab / M
Tactical automap
R
Restart the level

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.

Play

Runs in the browser on its own host. Nothing to install.