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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 DSC · Posted
      Legendary. Once saw someone say that the maps were "ugly". They can have the opinion they want, but man, is this wad out of this world in terms of looks, gameplay and variety. A must-play.
    • By valkiriforce · Posted
      This had lots of fun exploratory elements and fancy visuals, but I wasn't so keen on the abundance of dark caves crammed with the larger Doom 2 beastiary. At first it started to feel like a commitment playing this wad with the first few maps leaving much to be desired, but I started having more fun when I reached maps that had more breathing room for running and gunning. The lesser maps really feel like they were early efforts, with some consisting almost entirely of cave crawls - made worse by the fact that many of them have hidden lines on the automap. Another thing to note: Ritenour seems to like putting things very close to the edge like a key or a switch, so make sure you check every corner carefully, as some solutions were very close to a cliff edge. Falling off could spell your Doom, as often the lower cliff ledges damage the player with no escape. There were also very thin ledges which could be climbed, so that was another easy to miss solution. Despite the low points dragging the experience a bit I greatly enjoyed the visual work of crashing waves, a clever skybox and nice island locales with mountainous structures and buildings. It was worth a visit in Doom's earthen vanilla equivalent - and it's quite the achievement for something this old, I just wish I could see where I was going in those darn caves...
    • By NuMetalManiak · Posted
      here for the seventeenth installment of dwspd, the theme is to build a canyon. like the previous installment, this is a relatively common theme for mapping, therefore the maps are expected to be pretty decent, and well they mostly deliver. once again Fredrik's map is the first one, and it blows everything else out of the water. kind of a bad thing to make it the first map to be honest though, because it could make some players believe that the other maps after it would be just as good, but that won't be the case when you play the rest, as they don't really have as much bite as that one does. to further exemplify that, once again the MAP02 slot is disappointing in comparison, while MAP06 and MAP07 are both unfinished (nothing but layout in MAP06, while it's pretty much impossible to get the red key in MAP07. not the worst to offer, and Fredrik's map serves as an insane opening challenge.
    • By NuMetalManiak · Posted
      dwspd's sweet sixteenth installment focuses on the theme of abandoned mines. now that's a good map to make a theme on, MAP26 is a personal favorite of mine for Doom 2, and these maps as a whole do pretty well to capture that theme. of course there's a few weak ones like MAP02, but at least they adhere to the theme. many of the maps have low monster counts and low challenge overall. the exception is naturally Fredrik's map, one of his most unforgiving. pretty ballsy to actually make that the first map to play here (you don't need the blue key by the way). not much else to say overall, other than thematically speaking this did pretty great.
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