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Anvil 2 - Mobile Nukage Research Lab

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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..................


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Walter confetti

  

A very neat 1996 map that i kinda remember to have played already long ago, or at least something with a similar start, a really good interconnected layout (even if i was roaming around asking where to go, especially after taking the blue key and trying to leave the caves section), good texturing, hard monster placement (the easiest monsters are the shotgunners), really generous with health placement and some strategic megaspheres here and there, too bad it is too stingy with ammo, leaving me battling chaingunners with only a chainsaw sometimes... but overall, very good!

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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.

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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.

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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

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Unknown date

  
And ammo??

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Unknown date

  
Great research work by super_shotgun here. Anvil1 was awesome.

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Unknown date

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

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Unknown date

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

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Unknown date

  
Shite.

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Unknown date

  
The anvil wads are cool

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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

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Unknown date

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

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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)

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  • File Reviews

    • By rdwpa · Posted
      2.5/5   Core combat is a strength. It's brisk and easy, and you'll be using the SSG to double-kill imps, pellet-slap mancubi's bellies, and get a firm grip on boners in your area. Apart from that, I found the experience lacking. Visuals, though okay, suffer from alignment issues. Wandering back to the exit door, far from its requisite key, accounted for a good chunk of my five minutes playing. 
    • By rdwpa · Posted
      Lakeside might also be named Loopside: every major area appears on your itinerary no less than twice, no backtracking. Don't want to pick off cliff imps in the start area? Pouring bullets into a fatso too slow? Ignore those Bezos. Come back with a bigger weapon.   Though the whole arsenal minus the BFG appears at some point, I ended up replaying this and restricting my options to the berserk fist and the carefully rationed plasma rifle. Naturally that implies a lot of punching, with the motley cast -- 89 monsters, many punchable, many not -- offering a slate of tricky, fun Tyson challenges. To get a max this way, navigating a pair of hectic infight-baiting scenarios is pretty much mandatory. I loved it. It makes good pugilistic practice. There is even a {spoiler}demon to fist.   This is a speedmap, also a positive! Speedmaps have two big traps to avoid: the first is outright sucking, the second is having no ideas and half-baked content. Once they do both, I usually like them.
    • By rdwpa · Posted
      In Bricked, Rhys does nothing offensive. Over 10-20 minutes of play, depending on pace and completionism, you can expect fair and balanced combat, and a gradual ramp-up through the arsenal and bestiary, starting at the bottom and settling before the BFG and big bosses come out. I'd describe the dominant theme as "stock brown," with help from assets like computer panels, the silver starbase cluster, and CEMENT (the bathroom tile suite).   Having played many user maps, I've seen a lot of all of this before. It's okay, but little stood out. I liked the fighting most in the larger spaces, which allowed me to go out of my way to get numerous factions infighting. Interactive triggers like lifts and stairbuilders and optional switches are more common than average, and they are used smoothly (which is important, because extra machinery is simply a detriment if it's awkward and inscrutable).   Note: though the tally lists eight secrets, two are errant flags on a window sill. 
    • By MuratMikal · Posted
      Played at UV with keyboard only (as I always do). EPIC II is a very good megawad with challenging gameplay and very beautiful textures. After MAP 19 there're a lot of tough encounters, mostly with wave of chaingunners and cyberdemons in tight spots as well as frequent usage of archvile in all maps (with MAP 29 having 87 archviles at UV!).Thankfully the author gives enough ammo and powerups to deal with them, so it's fair game. However, a complain I have is in 3 or so maps the author uses teleporting cyberdemon to create artificial difficult to the player and in my opinion it's dumb enough to warrant the loss 0.5 less star. My final score is 4.5/5, but doomworld rating system doesn't allow this so I'm gonna rate it 5 stars. I will certainly replay this one and would recommend UV difficult only for advanced players.
    • By silentzorah · Posted
      Solid wad with a purple color scheme and new enemies.  Music choices are enjoyable, difficulty starts off low and ramps up considerably towards the end.  MAP07's end was a total beef wall, though.  Make sure you find all the secrets in that one if you want to stand a chance.   All around, no bad maps in this wad.  Four stars.
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