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AARGH_2.WAD

   (10 reviews)
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2 Screenshots

About This File

This is an EXCELLENT Deathmatch wad, great for two, better for 3, unbelievable for 4! A central tower surrounded by open area and ringed by a ledge. Switches on the ledge control tower's lights and vice versa! Keep moving or snipe from the tower! Is someone else sniping? Drop on them from above! Sneak up from below! Or just SHOOT IT OUT!


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Unknown date

  
LOL. "EXCELLENT" my arse! If the authors were american, my hate would be complete. score = avg. american I.Q./avg. american weight) == 0/5

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Unknown date

  
^Ha! I do not like them either. I also do not like this map. 0 / 5

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Guest

Unknown date

  
This has the lowest rating of ALL wads in the archive.

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Guest

Unknown date

  
Yay for shit-throwing bandwagons! This ain't too bad at all.

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Guest

Unknown date

  
So, from the text file I deduce: BD has no brain & BE masturbates too often.

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Unknown date

  
This doesn't seem so bad (can't test it in DM mode right now, though). It's an old "ledges" styled DM level. The layout seems relatively fun, height variations are used in combination with hallways to make holding different areas possible, although the texturing could have been better, as the spastic first comment suggested. It has too many items, and thus should play okay only using standard deathmatch, but I don't think altdeath. ~Chain Mail [2/5] (08/2008)

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Unknown date

  
Yeah, it looks like a pain in the ass. 60 hours wasted for nothing. GreyGhost, why even bother with this crap? I think it is better than Pinky's Ass bullshit, but I don't feel like giving this 1 star, so: 0/5! :-P

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  • File Reviews

    • By Denim Destroyer · Posted
      Double Impact is a replacement for Knee Deep In The Dead that is as fun as it is challenging. The challenge comes from the hordes of demons you will face and unlike some other Doom 1 wads, Double Impact avoids creating difficulty by spamming Barons and Cacodemons. What is holding this set of levels back from being perfect are several minor issues that add up. The levels are not that great looking due to the reliance of stock textures. Combat is hampered by an overabundance of Door combat; that is standing inside a door way and blasting away anything before it can touch you. Finally the most glaring issue is how lackluster that last map is. Simply press the switches while avoiding Cyberdemon rockets and ride the elevator to the exit switch. Overall Double Impact is quite a good set of levels, unfortunately it is held back by a several small problems.  
    • By Meril · Posted
      txt file says that map is unfinished. Have some nice touches, but overall mediocre. Short and easy, with a little switch hunting.
    • By Meril · Posted
      Oldschool (Maybe because it's from 1995). Not bad for it's age, but nothing special.
    • By DRMman · Posted
      It's not bad but decent at best, first off let's look at the map design: its good better then anything i could come up with but the enemy placement on ultra violence straight up outta plutonia and i love it.   Since secrets aren't my thing mainly because i don't need validation from miserable c*nts on the internet but they were fun to find however the lack of custom midi tracks ticks me off because of d_runnin making me want to slice my wrists mainly because i've heard it a thousand f**king times from making maps or playing sh*t maps, so really at worst it's boring.
    • 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. 
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