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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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Guest

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 Meril · Posted
      It's large 1995 map. Starting area is looking nice, but later author lost creativity and made mazy corridors. Very challenging because of overuse of chaingunners. It's extremely annoying. Lots of traps, Some clever, some not fair.
    • By HUGEkidsY2K · Posted
      Too linear in my tastes looking back now, will do better with my next projects!
    • By Meril · Posted
      For 95' map is really ok. A bit "blocky" design, but not bad. Map is rather big, it takes me 40min but i get lost in one place. Some good traps, IMO kinda challanging at the begining, before you get ssg. Overall good classic wad.
    • By Erick · Posted
      Fun map that captures a nice TNT-ish feel with plenty of weird yet also nice looking rooms, groups of hitscanners and demons to blast through, and a sense of adventure to it. Taking the MAP14 slot, you would see the episode 2 skybox of TNT: Evilution and listen to the track "Cold Subtleness", both creating a nice atmosphere to the map. Worth checking out!
    • By Player Lin · Posted
      Doesn't like the layout and monster replacements, I didn't found RL until got the yellow key and found a lot of rockets, the location where RL is confusing me, and it also not fun when you get kicked down from the cliffs by Revenants, Mancubus and Archviles after the way to Blue key door, the way to the teleporter just far enough to kill you if not killed by monsters which kicked you down. Final timed puzzle room just nasty as the cyberdemon and archvile fights in the same place, not sure why make the level so big but can't make the fights with them also on bigger place too?   It's not bad level but I'm sure the frustration level is sky high, and not sure the slopes from ZDooM do anything good to this level too.
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