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About This File

TERRIN.wad-This wad is made for those people who don't like straight foward killing on heretic, It was made that if you hit a switch you better react quick or you have to do it over again. anyways enough with that stuff if your wondeing if theirs a story to my wad , YES THERE IS, and I'll tell it in a few moments but if your wondering whats so special abot this wad ill give a least of things that might intrigue some Cool ideas- There's a part where if you hit a switch the enemies raise from the dead(the limited graveyard) Secrets are abound no door is really a door no wall is really just a wall No sectors were made to not be used everything in the wad is used the Underground river in which you start is used (mostly those who seem more as a poultry then as a man) The very useful CHICKEN HOLE no weopon is just grab an recieve their is at least something to protect it (some aren't protected but thats another story) THEIR ARE NO F****** wing of wraths(you'll see why If you read the story) snipers holes-no who needs sniper holes when you can do a full 180 and blow the purseur away NO D'sparil I hate d'sparil makes them damn noises okay that just some of it Okay If you hate the wad E-mail me tell me it stinks then youll feel stupid when you think that you were dumb enough to download something stupid. Ha its a no win situation anyway story- Your luck has been destroyed, you are the chosen one to rid the fiends of Hades from the city of Terrin. You object because anyone well knows that this is more than suicide but that doesn't stop your relentless teacher to rid his Pupil(he agrees because your smarter than him). As you head to the opening of the city you are handed to fmiliar weapons your stick and the MIGHTY ELVEN WAND!!!!!!!!you are thrown down the hole never to come out till you rid these evil beings!!! (thats why you can't have wings)

if you notice as you start the wad that there is a hole above you ha ha talk about precise

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  • File Reviews

    • By Ordon · Posted
      well, the concept is good  BUT...   WHAT THE FUCK EVEN IS THIS??
    • By Cinnamon · Posted
      Definitely shows its age. It was a real grind to play through, mostly due to the levels being boring, but also from a remarkable over-reliance on hitscan, especially shotgunners. For some reason. The third episode does indeed pick up much of the slack, but with the really fun levels being shining exceptions rather than rule for two thirds of the WAD it still left me annoyed and exasperated in the end. The maps look fine most of the time and the music is good to really good, which is something to hold on to. I would still advice my past self to skip most of this one.    
    • By Cinnamon · Posted
      There's not too much for me to say about this one. While it isn't exactly my jam 100% of the time, I'm struggling to see how any creative endeavor could entertain me so thoroughly, throughout all the 32 parts of it. Ancient Aliens is charming, somewhat challenging, mysterious, well-paced... I could iterate over plenty of different variations of lavish praise, but I guess that in and of itself describes my feelings: AA is remarkably well-rounded. A DOOM blockbuster - and I use that description as an honest compliment rather than the pejorative it's sometimes thought of. One for the ages, and it'll be one of the WADs to which many of my future experience will be compared.    
    • By VoanHead · Posted
      On second thought, this wad is kinda mid if you ask me. After playing through all of it on pistol-start I wasn't really blown away by it. The midi pack that was made for this in 2020 was very nice if you ask me, but why this wad ever deserves a midi pack when it's so bland is what makes me scratch my head. Idk man, I didn't like this one as much as others do :/.
    • By baja blast rd. · Posted
      This reads as an early example of arcade-style mapping.   Areas are defined largely by color combinations, with no real overarching theme to the map: there are silver techbase rooms, brick-like Earth rooms, red hellish rooms, without much in the way of detailing or setting-building -- all centralized around a square hub room with key doors, which repopulates with monsters each time you find a key. It's on the simpler side visually, but still a very clear step above "monotextured square rooms"-type design, with some solid architecture, shapes, and texture combos here and there, and even a clever crushing UFO-like "ring" at one point.    The gameplay concepts are very straightforward, with one exception being a room that has you platforming over damaging floor while closets of lost souls and cacodemons open up. Instead, the bulk of the fighting is more often dished out as blocks of monsters often revealed in closets -- blocks at a density far below what you'd consider slaughter. Some of the potential fun involves herding monsters towards barrels; once I waited several seconds for chaingunners to walk halfway across the room, right next to a clump of barrels I could blow them all up with. The ending fight is designed for you to pour rockets into two static cybs while circling, and I skipped that one.    Completed in a bit under 10 minutes.