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AAAAAAHHH MY ARRRRRRRRRRMMMM

   (11 reviews)
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3 Screenshots

About This File

Here's a joke weapon I put together in an hour or two. Idk if anyone would even touch it, but here you go. Long story short, DoomGuy wakes up one day with some Rayman-esque powers, but slightly (just a bit) more painful for him and his enemies.

Preview Spritesheet: http://i.imgur.com/ADsHk.png

Preview Video: http://www.youtube.com/watch?v=8ZMcafGtZsA


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Guest

Unknown date

  
doom guy lose a arm kkkkkkkkkkkkkkkkkkkk kkkkkkkk 3

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Doomkid

Unknown date

  
This is funny as hell!

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Guest

Unknown date

  
Replacing the fist through inheritance doesn't actually replace the default fist in the game. Because there is no modified playerclass to replace the default, this weapon has to be acquired and the old fist removed through the console. That's the only problem with the WAD, but it's a serious one because the actor name isn't mentioned at all in the documentation.

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mallo

Unknown date

  
Hehe, I like this. It could be more powerful, though!

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Guest

Unknown date

  
At first I thought it would be a rip-off of Xaser's Zharkov Goes to the Store with the arm-throwing mechanic, but I was actually really pleasantly surprised about the whole "arm separating into floating slices and each shooting out separately" thing. Could be a part of a full weapon set in the future.

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Guest

Unknown date

  
How the hell do I use this thing? It has no playerclass so I can't equip it without removing the default fist (I have no idea how to) and I can't figure out the actor name..

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  • File Reviews

    • By Yandere_Doomer · Posted
      The level design is absolutely great! i love how it makes you genuinely feel like you are in a building the whole time..   For some reason this wad gives me a Die Hard vibe [probably the whole "Go down a building" Motif... now all we need is a demonic Hans and we are all set]   but yeah.. great wad overall...
    • By Argenteo · Posted
      Amazing episode, some custom decorations and good care to lights and shadows. I like how he uses the playing space (wide corridors) and how it affects the combat. Despite her beautiful voice, you gotta kill her. Burning trees.
    • By aargh · Posted
      Nice, tight level design. E1M8 was an amazing puzzle map.
      It's surprisingly difficult for a Doom 1 WAD, but for wrong reasons: constant ambushes, monsters teleporting right behind you. Also, there is a serious lack of medikits. Fights with 5 % health and hitscanners all around are common.
      Still, it was quite fun.
    • By northivanastan · Posted
      Seriously underappreciated WAD. If you've played the Japanese Community Project, Manbou (burabojunior) was the most prolific contributor, and without his nine maps, the JPCP wouldn't have the same reputation for fun and artistic flair. He announced Water Spirit in the text file for JPCP, and released it a year later. These are three somewhat challenging maps with high enemy counts and visuals even more stunning than his JPCP maps. Manbou is probably my favorite visual artist in Doom. My only complaint is that the PWAD as a whole is really short, consisting of only three maps that are about ten minutes of gameplay each. It leaves me wanting a lot more.
    • By Argenteo · Posted
      Big non-linear tech-base with no music replacement (D_running ad-eternum).
      I know there's a more polished version in an unfinished megawad, with a lot better combat and navigation. Cool idea, not sure about the execution. I recommend playing the reworked one.
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