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Everything posted by Arrowhead
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Doom Wadarcheology - To dig, rediscover and enjoy the classics.
Arrowhead replied to Endless's topic in WAD Discussion
Wicked, always happy to learn more info - I was not at all aware of the 'unfinished megawad', I thought he had only made a handful of maps... -
Doom Wadarcheology - To dig, rediscover and enjoy the classics.
Arrowhead replied to Endless's topic in WAD Discussion
Calgon, Take Me Away! - 03/04/1996 - played via GZDOOM 4.1.2 CTMA is a great industrial themed map by Keith Hickman. Hickman is probably best known for his work on the outstanding 90s map, 'Area 51'. CTMA is by far his most obscure map, which is why I selected it for this project. I've played this map many a time in the past - it is one of my favorites from this period. CTMA comes packed w/ new sounds galore, w/ the 'door opening' sound and 'zombie death cry' being the most memorable. The map also comes w/ a new MIDI, and uses a really nice looking sky texture - there are other new textures too, many just being variations on the company's corporate logo. From what I gather, Calgon is some kind of water-softening salt product? The best custom texture in the level is probably the humorous 'Safety First' billboard. Combat is varied in this map - all indoor encounters are tight corridor based fights, whereas the large outdoor areas rely more on circle-strafing and hit and run attacks to survive. The author loves pain elementals, so be prepared for some particularly hard to manage fights. There is only one arch-vile in this map - and all other monsters than the cyberdemon are present. There is one particularly rude encounter w/ a pair of revenants that puts you w/ your back to a moving fast crusher - I like when a map forces you to be aggressive to survive. This map's final encounter leaves a little bit to be desired, though -it just doesn't feel like it's nearly as difficult as it should be, four barons of hell are hardly an issue when you've got a BFG. Curiously, I did not find the rocket launcher in this map... This is a large expansive map that will take you about half an hour to play - maybe slightly longer on your first playthrough. This map is somewhat linear, but is great at giving you the illusion of freedom - I suggest that if you play this map, that you clear out the first building you're in before you decide to go outside. If you don't, there's a very high chance that you will be low on ammo - and you will find the fights you encounter excessively difficult. The super-shotgun is in the first building, so make sure you check every room before you leave. I like the outdoors areas - makes you realize that the author likely worked in a more industrial setting than an office space one. Sometimes I get 'Refueling Base' vibes from this map - both are similarly expansive, and rely on 'open-air' battles to deliver most of the action - not to mention both share the industrial setting. The author's ammo balance is generally fairly tight - he leaves you enough to work with, but only just enough. Make sure to conserve ammo whenever you can. If you're comfortable using berserk to save ammo, you should have no issue. This map is one of my favorites, regardless of its age. It is big and fun and bombastic. I've played this map probably eight or nine times now, and I only just realized that it would work for this project! Check it out if you like big exploratory levels, it's sure to impress! :) Download link: https://bit.ly/3aMQTNY -
The VVitch is a really really good film. Seconding that.
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I've always liked 'The Babadook' - the name is ridiculous, but the movie is actually pretty sweet.
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The Official 'Trying to Find a Specific WAD' Thread
Arrowhead replied to gruntkiller4000's topic in WAD Discussion
Thanks so much, really appreciate it - I was worried they were lost to the wind lol. -
Doom Wadarcheology - To dig, rediscover and enjoy the classics.
Arrowhead replied to Endless's topic in WAD Discussion
Flow Through - 03/15/1998 - played via GZDOOM 4.1.2 Flow Through is a somewhat difficult, but fun map created by Andrew Orman. Orman has created seven other levels in total, w/ a few of them receiving decent reviews, although it seems that this one was missed by a lot of people - 1 /idgames review in 23 years certainly indicates that. This map is a mostly above ground sewer treatment plant, or something of the sort. While technically a 'sewer level' this map has next to none of the common tropes seen in poorly designed sewer levels. There is not a single maze to speak of, and progression is simply laid out via a 'numbered floor scheme' that makes it very easy to find your way around. Things make sense in this level - when a switch is pressed, you can often see the result through a window, or via some other means - makes it super easy to navigate the predominately brown corridors in this map. Secrets are very creative, with one 'staircase secret' being especially unique. Secrets are often guarded by demons, too - something you don't see nearly as much as I think we should. There's about 85 monsters or so in this map, which doesn't seem like that many - but the author does a really good job of spacing out encounters - which makes the combat feel natural and fun.There are no giant open spaces in this map - there are some open-air areas that are larger than others, but the map never really feels 'huge'. The map feels similar in size and design to say, something like E1M3, as that one /idgames reviewer stated. Ammo can be a little bit tight in this map, but it never gets to the point of frustration - be sure to conserve whenever you can, though - hell, that's a smart idea for any Doom map... I enjoyed the secrets enough, that I decided to UV'max this one. Took me about 15 minutes to complete. Highly recommend this map, there wasn't a single moment that I was lost, or not enjoying myself. Give it a go if you have 10-15 minutes available, and just want something quick... Download link: https://bit.ly/3DJStwv -
This sick track right here:
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what are you working on? I wanna see your wads.
Arrowhead replied to everennui's topic in WAD Discussion
From a currently unnamed deathmatch map I've been working on:- 9895 replies
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2nd and last screenshot are my favorite! These are some fantastic looking locations... Really nice work here, everybody!
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84cy-XII - A Boom-compatible puzzle speedmap
Arrowhead replied to MFG38's topic in WAD Releases & Development
Very cool sky texture, and a very cool concept for a map. Just played through it - took me around 5 minutes to figure out. Really fun stuff - I hope this inspires an 'escape room' genre... -
Doom Wadarcheology - To dig, rediscover and enjoy the classics.
Arrowhead replied to Endless's topic in WAD Discussion
LOCAL HERO for DOOM 2 - 04/17/1999 - played via GZDOOM 4.1.2 Local Hero is a medium-sized city type map by Gregory Dick. Dick is probably best known for the cult classic map, Bermuda Triangle. This map appears to be his earliest published project. This map has some great connectivity - something you don't see too typically w/ a city type map - most city maps I've encountered from this era feel as if they're just a series of disparate buildings with no relation to each other - this map has tons of teleporters, and a large amount of alleys and balconys / rooftops - which makes for a very dynamic and interconnected combat experience. Architecture is above average in this map - there are some truly nice structures to look at. The author does a ton w/ very little texture variation. This map is by no means monotone - it's just kind of brown. I don't particularly mind this choice, as it made the level feel a little bit Quake-ish in aesthetic. There is also a nice custom sky graphic in this WAD. There is one small problem in progression w/ this map. Elevators are not always immediately obvious to the player. There is one integral elevator that you are likely to miss, unless you're really lucky. I included a screenshot of it, to hopefully assist anybody who wants to try this map out. The super-shotgun is also accessible by an un-obvious elevator, although, this one is marked by a candle, so most doomers will probably want to press the wall anyway. The map has a very difficult finale. 3 cybers are released at once, and they quickly begin travelling around the map. This is especially challenging, as the author was extremely careful to design the map to allow cybies to travel around w/ as little resistance as possible - they will follow you and relentlessly hunt you down. The map has no official secrets, but I did find one hidden area - w/ a much needed megasphere. I wouldn't doubt there's a hidden plasmagun / BFG as well - I just never encountered it. The map gives you plenty of cells, so I figure there's gotta be a cell weapon somewhere... Overall very fun and attractive map, w/ some slightly peculiar progression choices. If you don't mind a little bit of work when it comes to progression - you'll enjoy this map. I think I cleared up the only 'confusing' sections in the map, the rest is straight-forward in design, and is definitely worth a play. Download link: https://bit.ly/3BzZkrA PS: We have now officially reached 100 reviews for this project!! Thanks to everyone who's participated thus far. :D -
I recently wrote a review of SUPER.wad for the WADarchaeology project that used a baron, an archie, and an invuln sphere to great effect: https://www.doomworld.com/forum/post/2396197 Definitely one of the more unique uses of an archvile I've seen.
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DBX guy here. Used to muck about w/ DB2, but made the switch earlier this year... I use Slade3 for all the stuff DBX can't do.
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I think you should restart the project w/ different rules, and maybe decrease the amount of maps, as a full 32 might be a bit ambitious for a first managed CP. That's just my two cents... :)
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I saw the title, and instantly thought: " Gee, I wonder if that has anything to do w/ the Glaive series..." I clicked it as quickly as I could - I absolutely adored Glaive1 and Glaive2, so can't wait to give this a chance. Lovely map packs, especially the second one. Can't wait to give this a spin! :)
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The Official 'Trying to Find a Specific WAD' Thread
Arrowhead replied to gruntkiller4000's topic in WAD Discussion
I think this is 'airwalk.wad'. I recognize the second image. -
Doom Wadarcheology - To dig, rediscover and enjoy the classics.
Arrowhead replied to Endless's topic in WAD Discussion
Neighbour 1.0 - 12/27/1999 - Played via GZDOOM 4.1.2 Neighbour 1.0 is a fun proto-slaughter map created by Bob Pittman. This is a large map w/ huge open spaces - about 500 enemies takes residence here in this 'neighborhood', and it's your job to clear them out. You start off in a small house w/ tight corridors, and very narrow doorways - this claustrophobic type of gameplay doesn't last long, though. Make sure that before you leave the beginning house, that you grab the SSG and Plaz secrets - if you don't, this level has the potential to be extremely difficult. The secrets are not in obvious spots, so I'm not sure how one was supposed to find them - I read about the secrets in the house from an old review on the /idgames archive, so thanks to that anonymous user! Getting these two weapons is not explicitly imperative, but it is highly recommended that you do so - you'll have to rely on far more infighting if you don't. Much of this map's gameplay is swarm oriented - you'll need to get pockets of different enemies to fight each other - or you'll very soon run out of ammunition. There is a convenient little storage shed that is filled w/ ammo, this is an important depot that you'll return to, over and over again. The final showdown in this map is a 'Tricks and Traps' type confrontation. You teleport into a room with about 70 barons - you need to use the invulns to survive long enough to get up the stairs and lower the wall to release a cybie. This cybie is super important - you need to rely on it to kill a large amount of the barons. Or, alternatively, you can do what I did, and run past the cybie into the last room, and press the exit switch - it took many tries, but I was able to squeeze past. This map is very rough visually - but shines somewhat in the gameplay department - what's here is fun, even though the map is not that attractive to look at. Recommended to slaughter fans, or for fans of somewhat tougher maps! PS: I exited the map w/ 52% kills - I'm sure there's far more to the map than what I saw - I think a lot of the other buildings open up an release monsters, but I didn't find a way to open them. They might possibly open via a secret? I'm not sure...This map's secrets are quite cryptic, and I was only able to find 4/9. Download link: https://bit.ly/2Yuf9C9 -
What fictional dystopia would you want to live in?
Arrowhead replied to Artman2004's topic in Everything Else
I would say the Fallout series is pretty dystopian. I'd probably go w/ that - I like the aesthetic. I'd probably be eaten by a radroach in less than 20 minutes' time, though. -
Doom Wadarcheology - To dig, rediscover and enjoy the classics.
Arrowhead replied to Endless's topic in WAD Discussion
Other than 'massive.wad' - I don't think any others are single-player, but I admittedly haven't opened every single one. All the ones w/ month titles are deathmatch maps, I know that much for sure. I did a review on 'massive.wad' earlier in the review cycle - it was that weird map I had to edit because it included an unedited rip of TNT Evilution's map01, lol Boxed-In, Base5, Dweller, P, Trideth, and Vortpak are all DM I think, too. -
Doom Wadarcheology - To dig, rediscover and enjoy the classics.
Arrowhead replied to Endless's topic in WAD Discussion
SUPER - 05/03/1996 - played via GZDOOM 4.1.2 SUPER is a creative WAD by Joao Carlos Martins. This map starts off w/ a fight between you, and a baron and an archvile. This is an exceedingly interesting arena fight. Why? You need to complete multiple successful archvile jumps - to even receive your weapons. This is done by giving you an invulnerability sphere - that may not sound very difficult, invuln spheres in 90s maps are usually a bad sign... but this fight is still challenging, because you effectively need to stop the baron and archvile from infighting - if the baron kills the archvile, you won't be able to retrieve all your weapons from the elevated corners of the arena. If you accidentally kill the baron, well, the archvile will just revive him, and then you'll be low on ammo the rest of the map. This makes this a constant balancing act, as you don't have much time to jump into all four corners... If you don't get the weapons quickly enough, then the invuln will wear off, and you'll be left defenceless. This isn't a super difficult area - but it certainly is a unique one - one that forces you to fight / interact w/ the monsters in a way that is unusual. If you for some reason miss the super-shotgun, it can be picked up later next to a swarm of pinkies - its probably a better idea to try to grab the first one via the archvile-jump - it's easier. The map has about 220 monsters - and a lot of these are medium-class demons. Combat is hectic - w/ each area as fun as the next. Make sure to kill the zombies on the upper walls of the northern area prior to fighting the horde in the courtyard below - you'll avid getting picked off by chaingunners that way. I love the room w/ the word 'DEATH' emboldened on the floor. I took a screenshot of it, as it is probably my favorite part of the map architecturally. Visually, this map is adequate - the author did a good job of making each area unique. I'm not really a fan of the texturing in some places - it isn't shoddy, it's just odd. The author's focus seemed to be gameplay, and not so much visual aesthetics. There is also a custom MIDI of the Mission Impossible theme, which can get grating on occasion.. Great map w/ an experimental opening fight. Give it a shot, if you want about 20-25 minutes of old-school dooming! Download link: https://bit.ly/3ldffq5 -
Facebook Plus Many Other Apps Shutdown/Stocks Plummit?
Arrowhead replied to Dubbag's topic in Everything Else
I was just able to log in to Imgur via Facebook. Wasn't able to do that earlier. -
I'll make an amendment - I don't mind garden tomatoes on mine sometimes... Grew some nice beefsteaks this year.
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Top Bun Bacon Cheese Ketchup Mustard Onions Lettuce Beef Patty Bottom Bun That's usually how I like my homemade ones. I don't like tomatoes on my burgers. They make the bun soggy.