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Phouse: "The great arena"

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Phouse: "The great arena" is a rather special wad created especially for an lmp competition (on my site). It exists out of 32 levels (30 single player, 2 deathmatch). Each level exists out of the same enviroment (The great arena) but keeps getting harder untill it's almost impossible to play (for me that is). The difference between the difficulty settings mostly lies in the amount of health you get. On uv and multiplayer tough, there are some extra monsters. You can read the rules of the competition on my site. BTW, if anyone knows some cool monster combinations for the arena, mail me.


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NuMetalManiak

  

here is an experimental wad that tries some arcade-style gameplay for Doom. make a simple arena repeated over the span of 32 maps, give the player a reasonable set of amenities in the weapons, ammo, and health provided, and then fight a wave of enemies. it in fact was made specifically for an lmp competition, and I wonder what it's about? going through as much as you can a la Ironman-style?

 

for the casual players out there, The Great Arena will likely bore, especially with the first waves since you get so many supplies. you'll also realize a complete lack of armor and a lack of BFG, which tries to amp the challenge a little more. the general strategy for most maps is to find where your enemies start and when you can, circle around the arena continuously until everything demonic stops moving, then use the lift and exit, although if you're bold you can just exit any time. notable rounds are 20 and 28 with their multiple cyberdemons, as well as a sort of breather in 29 with like two archies before the mancubi-riddled finale. most of the waves consist of just one enemy, which probably makes things a bit boring, although some rounds do have two types of monsters. note that 31 and 32 are pretty much unused, with scattered powerups and no monsters, you get the feeling these were deathmatch levels. also no monsters show up in the stands. this is a simple time-killer, and you could do better elsewhere.

 

also this mapset for some reason crashes ZDoom at times when trying to load the next level after hitting the exit switch. I have no idea what could potentially be causing this, especially with every level being the exact same layout.

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MuratMikal

  

I completed the whole megawad in only 36 minutes. The same arena is repeated over 30 times but there're not armor and no BFG in any of the maps. The authour could at least add/change some items to make it less boring. There's no design as the maps are the same over and over. It would be wise to just avoid it altogether.

 

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Zahid

  
Seems Prototype of 1monster idea...A single medium size arena used in all 32 levels with same ammo/items placement. 1 monster group to fight each level some maps have 2 breeds mixup too which i personally dont like much...so visual/architect lovers would not like it as its just gameplay..1monster idea is good as it eliminates "infight" element in combats ,making things more tactful...i enjoy it...

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Guest

Unknown date

  
POOR LEVEL.

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Guest

Unknown date

  
COOL! Êðóòî!!

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Rez

Unknown date

  
You'd think it would be boring, but it proved strangely addictive, more so as it progressed and you know you're going to get hammered harder each time. Worth a look if you're in the mood for tactical slaughter.

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Guest

Unknown date

  
Copy/paste the same level thirty times and you have this. Ignore.

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Guest

Unknown date

  
It's kind of pointless but the later levels are good for testing your skills. And of course also for recording demos (since you only have 1 chance to survive per recording attempt).

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Guest

Unknown date

  
Shit ^_^

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Guest

Unknown date

  
This wad was created specifically for a lmp contest (which generated quite a lot of interest - see http://www.doomworld.com/sda/phtga.htm) and should be assessed in that context.

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Guest

Unknown date

  
Meh, it's average.

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Guest

Unknown date

  
Boring.

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Guest

Unknown date

  
LOL

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Guest

Unknown date

  
Ok, its still bad!

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Guest

Unknown date

  
I enjoyed it. I did not like the ending, however. A group of mancubi being the last map? After ending cyberdemons and archviles on the previous ones? Give me a break... :-P. --Zellonous

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  • File Reviews

    • By NuMetalManiak · Posted
      the tenth week of dwspd has the theme of "flooded city" which is a nice echo back to the very first of the dwspds which was "lava city". here we have seven maps, all deal with flooded areas, and the quality of these maps is increasing as you go along. first map is definitely not city, but does show the fake floor trick, then you climb just one building to the top. second map also isn't a city but more of a temple that looks strange (plus having to rocket barons in tight halls). third map, uh, there's not much to this one but at least it did what it could thematically. fourth map brings all the carnage underwater while allowing for an optional cyberdemon fight. fifth tries but doesn't really have that city vibe, yet at least had some interesting things to it. the best two maps are MAP06 (in theme it's the best) and MAP07 (a concoction of buildings strewn over the nukage, having to go across each one until you get a radsuit so you can tackle the center). well there's more maps, and it feels a lot more fun than some of the previous ones.
    • By Walter confetti · Posted
      Pretty meh mapset, this wad crashes on vanilla doom 2 since a ceiling texture is acting funny in MAP01, in boom 2.02 it shows perfectly. Best of the bunch is MAP04, but overall, meh mapset with some weirdness.
    • By NuMetalManiak · Posted
      for the ninth installment of dwspd, the theme was to "try and rebuild E1M1 without looking at the original". wow, THAT is a low map turnout, at a measly two. guess it was a lot more difficult than some would have bothered with. but let's see what we got. the first is rather accurate as far as actual layout, though texturing and monster placement is assuredly different. but this one has problems, namely one of the secrets is one-time only as well as an exit switch that doesn't work. it's odd for me to say the real winner was actually the second of the two, despite it looking less accurate, it was much more fun, a Go 2 It mini-version of Hangar with a few hordes of monsters done proto-slaughter style.
    • By NuMetalManiak · Posted
      for the eighth installation of dwspd, the theme was to "build a warehouse inside a castle". or is it to build a castle and then a warehouse inside it? who knows. anyways, this is easily the weakest dwspd thus far, with a very low map turnout of only 6 maps, and none of them are actually all that well done theme-wise. sure, the combat is up there, but let's see. MAP01 and MAP06 don't have anything that really pertains to warehouse per se. MAP02 is incredibly mediocre overall and it's possible to prevent yourself from ever leaving due to the lift switch being one-time only. MAP03 seems nice with the crates in places but it doesn't seem finishable due to one lift never rising to the red key AND an impassable linedef in front of the exit. MAP04 and MAP05 are the most interesting, though each has a share of problems with MAP04 for some reason having invisible crates while MAP05 tries for a siege scenario, starting in the warehouse and giving all the supplies, but just try killing everything out there when you can't head back up once you fall down. yes, I'm fully aware that these maps don't get bug-tested or play-tested before release, but it's always best to leave the best possible impression.
    • By NuMetalManiak · Posted
      for the seventh iteration of dwspd, the theme was to "build a Doom 1 level in Episode 1 style". this theme contrasts quite well with the previous theme of building a final level of Doom 2 in dwspd006, but the familiarity of Episode 1 style levels in E1Mx is bound to put a damper on the overall score of this one. you'll notice that Fredrik isn't here this time around, so there's not much to be wowed by his great speedmaps. the rest of the maps are just speedmap juice, they are usually mediocre and have a few bugs, some are more blatant than others (the first map you can just skip everything since Blackterror forgot to tag the exit door as a key door). also you'll need to warp to E1M9, since E1M3 does not go to the secret map. unlike the others that have generally mixed quality in many different mapslots, the levels actually seem to get better the more you go through. the first few maps are shit and are really small in size, but the layouts and monster count increases and things get more fun as you go along.
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