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Arch-Vile Jump

   (28 reviews)
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About This File

You ever used the vertical boost of an Arch-Vile-Attack? It doesn't matter if you are a speedrunner or a from time to time player. With some time getting into this, this will make fun for each kind of player. The aim of this wad is to complete the maps by especially using Arch-Vile-Jumps, which describes the vertical boost of an Arch-Vile-Attack, and Rocket-Jumps without getting killed. In map32 you also have to kill monsters because they will distract you from jumping through the map.


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Voros

  
You really need to use your timing and physics to get through this megawad! Not for petty gaming, you need to be serious if you want to have some fun. Out of all the other wads out there, this is the first one to have such a different style instead of that "shoot demons, find keys, exit level". This is "jump over obstacles, get keys, exit level". Don't try to use the jump button!

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termrork

  
For map 32 there is a patch: http://doomedsda.us/ lmps/1480/avj.zip

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Guest

  
This is not a game . This sleight of hand. meaningless, boring. unnecessary . 0/5

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Guest

Unknown date

  
A review will be on newstuff shortly written by me. Im sorry to dissapoint you, but i was disappointed of this wad. You shall see why in the review.

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Guest

Unknown date

  
Nice enough concept but could be executed better.

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Guest

Unknown date

  
This are Puzzle Doom II: Hell On Brain XD,no, are a joke AJAJA, a too coolest MOD i really apreciate your imagination

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Guest

Unknown date

  
Was pretty fun when I played the betas. My only gripe is that some of the jumps are rather difficult (or sometimes seemingly impossible). Still, a great wad to play if you're looking for something different. -EarthQuake ****

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Guest

Unknown date

  
Best idea for a megawad since CyberDreams. 5/5

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Guest

Unknown date

  
concept wad sucks because they are quickly redundant and boring, this one does not escape the rule 0/5

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Guest

Unknown date

  
I liked the sound of the idea... didn't really enjoy playing it though. Playing on ZDoom should allegedly make this easier, so I'm guessing it just really isn't for me. I appreciate the original thinking, it was well presented and I didn't play through many maps, so I'll be fair and give it 3* -Phobus

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Unknown date

  
Good idea, but it's not fun for me... yeah, I don't like this wad even I like its idea... some levels aren't Arch-Vile jump at all because there is NOT has any archviles, but rocketjump, it's just weird even I know they're similar things. :\ 3/5 -playerlin

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Guest

Unknown date

  
Good idea, well executed.

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Guest

Unknown date

  
A couple of the newer versions of ZDoom fixed the archvile jump height.

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  • File Reviews

    • By elend · Posted
      Awesome small map set focusing on tiny corridors and exploring huge interconnected maps. I really, really enjoyed traversing the different maps and although they are very, very crammed and chock full of nooks and crannies, I rarely got really lost. Sure, once I got a key, I had to find that specific red / blue / yellow door again, but as with any exploration focused games, it is best to remember where important locations are in a map.   What really amazed me was the look of the maps. This is the perfect amount of vanilla detail, imho. Every room looks detailed without being too crammy or confusing. All maps have a very concise look and clear sight lines, which makes navigation really easy and overally just fun. Monster placement also makes good use of all the crammed corridors, the windows, the corners, etc. by placing monsters in a way, that they more often than not surprise you from behind a corner. It's best to slowly and methodically proceed through those bases and take your time. This is not run and gun Doom.   Absolutely gorgeous in all aspects, amazing works.
    • By P41R47 · Posted
      I struggle to replay this one for a long time. I didn't remember much of this so its was like a first time. Strain is a different beast to anything from the same time. It uses dehacked to great extents adding new enemies and changing the behaviour of some of the weapons.
      Well, first episode is pretty solid, with neat maps and really awesome ideas as the authors of the wad start to unfold their dehacked trickery all around. Second episode its not that good, with some cryptic maps with not so clear progression, but well overall.
      Third episode has some maps like the second, but they are a little more fleshed out and with a lot better visuals also. The end map was somewhat anticlimatic, but anyway, a really great experience through and through.

      Now what i don't liked much is that most ports have to use the Strain Fix to properly been able to play this mapset, and the authors of that fix, don't know why, changed the sky textures of the different episodes.
      Its nothing really bad, but well, it strange that they didn't respected the authors original choice.

      Dystopya 3 maps really stands out from the mapset, or maybe i remember them more as i have fresh memories from a recent replay.   The mood of the megawad is greatly achieved through the use of neat textures and map tricks. I really miss that there are no fake 3D bridges anywhere in the megawad, and i really love them when they are given good use.   The story of is somewhat mixed bag: theres a new invasion, you are the only marine that survived to the Invasion of earth, and they government made some experiments with you. Now you are a bloodthirsty machine that only wants the destruction of the invaders.
      The text screens during game are strange, with a snarky humor and poking fun of some common tropes. Not bad, but i would prefer something more serious as the megawad has really cool details everywhere, like revisiting zones and fully developed reactor areas, etc. making the storytelling side of the maps really awesome to follow. But again, some maps has poor progression hindering the experience a little.   Anyway, this is something that needs to be played and replayed, just to see those dehacked tricks and for theose awesome good maps. I had better memories of this than what i actually play, so i was expecting something more and better, but thats my problem, the megawad is amazing as it is.
    • By vdgg · Posted
      This mapper did create good stuff, pazuzu, diabolos and odyssey. This is way, way below these WADs. I am the first reviewer to mention massive (but massive) HOMs on MAP10! 2 stars for: - awesome grey blocks area in motion in the middle of MAP08 - some occasional decent moments, I guess MAP03 is fine, MAP04 is okayish. - visually it is not bad for 1996. But come on. One motif is: "press switch A to lower a lift, press switch B that opens a door somewhere far, but press it a bit later, just to get in time to the lift, not too early as the door will shut". After that door you often have a wall of monsters, so sometimes you retreat and repeat. This motif is used over and over and over again. You also experience cramped mazy hallways quite a lot and lots of damaging floors. Some of these damaging floors are used for extra spice during combat, but most of them are there to make you think faster about the puzzle solution :) It is not easy for me to pick the worst map, MAP05, 07 and 09 set the bar quite high. And it is me who is writing this, I enjoy cleim20, odessas, some cryptic stuff, but I just can't stand >80% of this creation.
    • By chlef · Posted
      Not the prettiest maps, but very nice to play. Old school goodness.  
    • By chlef · Posted
      Yeah, this is what Doom is supposed to be. Basic and enjoyable, no gimmicks or stupid sound/graphic mods. Just pure Doom. This is a keeper.
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