Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
  • NOTE: There is a known issue with the most recent entries having screwed-up information and links. Some databases are out of sync and we haven't been able to fix it yet.

Anvil 2 - Mobile Nukage Research Lab

   (16 reviews)
Sign in to follow this  

Guest

7 Screenshots

About This File

CONGRATULATIONS ON YOUR COMPLETION OF ANVIL1 DESIGNATED RONDEZVOUS ZONE BY THE C.I.R.O. TEAM , YOU ARE ABOUT TO ENTER THE SECOND SECTOR OF THE ALIEN COMPLEX ON DIEMOS. C.I.R.O. SCIENTISTS DISCOVERED LARGE AREAS OF NUKAGE AND DECIDED TO SET UP A MOBILE LAB TO CARRY OUT ANLYSIS..................


User Feedback

Create an account or sign in to leave a review

You need to be a member in order to leave a review

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Memfis

  
A long, inventive and highly engaging level from the best period of Doom mapping. For modern skill a bit too many powerups. Also some puzzles might require wallhumping and there is a death trap just before the exit switch.

Share this review


Link to review
Guest

Unknown date

  
This is from late 1995. It dates from a time when people were prepared to put their full home address in Doom textfiles, what could go wrong? This is actually a decent level for the period, with a relatively high monster count (250+). It's large too, but very fiddly and cramped to get around, with lots of switch hunting. It gets more and more monotonous as it goes along, without much spark of life. Probably would have wowed them back in '95 though.

Share this review


Link to review
Guest

Unknown date

  
The second reviewer is a retard. Anyway... This is a pretty good wad from the mid nineties. My only gripe is the fact that the author did not make any of the secrets, or for that matter some of the switches and doors, a bit more obvious - you spend a lot of time pressing walls. Lots of backtracking, lots of action. It is possible to become stuck so save often. 4/5

Share this review


Link to review
Guest

Unknown date

  
And ammo??

Share this review


Link to review
Guest

Unknown date

  
Great research work by super_shotgun here. Anvil1 was awesome.

Share this review


Link to review
Guest

Unknown date

  
The Anvil series was awesome, even if a little short.

Share this review


Link to review
Guest

Unknown date

  
Above-average retro-look&feel level with some nice surprises. Tough but not too difficult on UV. Worth a try. 4/5

Share this review


Link to review
Guest

Unknown date

  
Shite.

Share this review


Link to review
Guest

Unknown date

  
The anvil wads are cool

Share this review


Link to review
Guest

Unknown date

  
Help, I'm stuck!I found blue door, but I have no key, I cant come back to start, what to do? Anyway this part of map what I've seen was nice.Its hard and has perfect oldschool feeling.4/5

Share this review


Link to review
Guest

Unknown date

  
Don't listen to the above guy. This plays and looks like dog shit!

Share this review


Link to review
Guest

Unknown date

  
Not bad. If there's anything to criticize of this level, it's a bit too much linearity in some places (which reduces the difficulty because of monster placement), but that also makes it easier to navigate for such a large map, and the overall extent surprised me. All those turns make it feel pretty massive. Worth a play-through, at least. Thanks to RL for the upload! [3/5] ~Chain Mail (03/2008)

Share this review


Link to review
  • File Reviews

    • By Walter confetti · Posted
      IT JUST WORKS! Ok, with that stupid jojoke out of the way, we can start talking about this map:   It's a nice map from 1995 with some interesting room shapes (especially the one beyond the blue skull key door), the difficult and map flow is pretty easy and straightforward to navigate, don't fell discouraged by the large amount of enemies (it contains 120 monsters in total)! They're just cannon fodder for the majority of the map, expect for the final part with a arch-vile / cyberdemon combo near the exit, overall it could be easily beaten in 10 minutes or even less if you are a talented player... Enjoyable.
    • By Walter confetti · Posted
      Pretty 90s-ish, basic looking map sets into a tech / hell fortress of sorts, really large map that i've finished in 30 minutes, but luckily the map uses not really hard monsters to confront, making this pretty easy to finish, but again, is a long, LONG map with the most tedious parts are the mazes and that long backtracking stairs... Pretty meh   Also this map crashes on Doom 2 exe (DosBox) when you save the game, so i played it with a limit-removing dos port (doom 2 plus) without any trouble, so if you want to play this you had to use a limit removing port.
    • By Walter confetti · Posted
      Nice mini episode, reminds me of some sort of amateurish Plutonia Experiment sometimes. Pretty enjoyable!
    • By Summer Deep · Posted
      A very decent challenge. Took me about half a dozen attempts to crack it on UV. The wad is from 2015, but could just as well have been from around 1997. Solid, traditional classic Dooming.
    • By riderr3 · Posted
      The visual level design here is mostly similar to Plutonia and its unofficial sequels PL2 and PRCP. But it is by no means a gameplay part, since for example the gameplay in the first maps revolves around ammo shortage with not so much opposition (although it was tight in places, I admit), while the latter maps are somewhat reminiscent of slaughterwads with a bunch of ammunition and opponents.   The same applies to the size of the maps - the first ones can be completed in 6-7 minutes, while the last ones takes 15-20 minutes to complete. Although this could be explained by a kind of progress, despite the fact that even MAP12 (the first map in wad) is not a walk in the park.   I am not opposed to forced pistol-start (maybe even for), but usually if the levels should be completed in this way, they should be better balanced, as the ability to store things from previous levels is discarded.
      And again, I repeat as previous speakers - perhaps some arch-viles were even superfluous. This is especially noticeable when you go through the same room several times.
×