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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 Raccoon_I_Guess · Posted
      Its pretty ok. Decently impressive but in the first level there is a hall of mirrors effect for the sky. It sort of feels like plutonia at times with  some of the monsters.
    • By Jezze · Posted
      The map is awesome, great layout, architecture and texture choice. One of the best looking maps ever created. Some people rate it down because of its high difficultly due to the massive amount of monsters in some places. Even if I'm not that skilled I had my fun with this map.
    • By Walter confetti · Posted
      Never expected to see a doom mod from this room... A weird choice, for sure... Anyway, this is just your usual 90s wad, just not a real good one
    • By JudgeDeadd · Posted
      The Artifact is a classic 1995 three-level mapset. It might be one of the highest-quality 1994/1995 productions I've seen, standing alongside such releases as UAC_DEAD or Galaxia. Much like them, Artifact has something of an unique air about it... a feeling of a true adventure, where you can palpably feel the author's enthusiasm and creativity as you go, each new room and area somehow feeling unique and lovingly crafted despite the simplistic looks. One downside of the mapset is that progression is occasionally confusing (such as one door switch on map03, hidden on a column that lowers into the ground).
    • By vdgg · Posted
      A set of maps, carefully tuned for pistol starts, pretty hard/challenging. The maps are rather small and have exactly one secret. There is no stylistic consistency; there are a few bases and castles, caves, hellish maps and so on, everything totally mixed up. I can assume the earlier maps have their slots because they are easier and the later maps - harder. MAP26 is probably the most difficult one. mlm12 reminds me a bit of Going Down, as the levels are small, packed with enemies, and one different from the other. But mind, they are less polished than GD. Some maps have a pretty high 2000's level of detail (the ending corridor from MAP09), some others are much more basic looking (MAP02). IMO they are rather good looking (above average).   Bugs/problems: The mapper leaves all the doortracks without "lower unpegged" flag, so they move with the door, I'm sure he knew how to prevent it but he preferred the doors to behave this way. What is more problematic for me: unreliable W1 monster teleports, places where you can get stuck and decorations impeding player's movement, no Boom actions but some maps require -complevel 9 due to traps not working with limit-removing compatibility.   Favourite maps: 03,08,17,24,25,26. I would definitely recommend giving it a try: the maps are so different everyone will surely find something that appeal to them.
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