Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
  • NOTE: There is a known issue with the most recent entries having screwed-up information and links. Some databases are out of sync and we haven't been able to fix it yet.

ARACHNA2.WAD

   (8 reviews)
Sign in to follow this  

Guest

About This File

The evil Spider Mother has made her lair in a Holy Church and turned it into a place of Supreme Evilness.


User Feedback

Create an account or sign in to leave a review

You need to be a member in order to leave a review

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Guest

Unknown date

  
Good level. Would be much better if textures were aligned. 4/5 -PC

Share this review


Link to review
Guest

Unknown date

  
November 1995. The Doom II version of id=3679. You fight 188 baddies in a good-looking E2-style castle. It's switch-hunty and by Christ there are a lot of lost souls - although you have the double shotgun this time - but the gameplay doesn't mess about and there's lots of action. The spider arena at the end looks splendid, although it's odd that the spider mastermind is outside the actual arena. Seven plus seven is fourteen.

Share this review


Link to review
Guest

Unknown date

  
Date finished: Nov 06, 1995... At that time, Doombuilder wasn't existing, and aligning texture was really very hard. I made it for my wad 777, using Wdeu32 (Win DEU), and it was time consuming!!! That said, I agree, PC. I add that this wad has a very good gameplay, and a very interesting architecture, like "Arachna", for Doom1. - 4/5 - Jive

Share this review


Link to review
Guest

Unknown date

  
Kick ass.

Share this review


Link to review
Guest

Unknown date

  
Nice design, good action. 4/5 - Optimus

Share this review


Link to review
  • File Reviews

    • By SeanLeal · Posted
      Dear Doomkid,

      I was involved in the design and play-test of each of these levels. Please know these were created from *scratch* and we spent our time making sure the levels were as playable as possible. We were not terribly focused on texturing, other than to give players positional awareness in different parts of each arena.

      Map 6 -- Offices of Death -- Was intentionally designed to be as accurate a representation of the office we worked in as possible. Admittedly, playability was taken as a second priority. We did manage to create working "elevators" and "stairs" to give the illusion you were going up and down floors. I was pretty happy with how we did.

      Considering it was 1996, and no way to simply "Google" different ideas. Your best bet at the time was to jump onto the Usenet and hope you could find a decent board with active members. Other than that, it was pretty much all self-taught.

      I'm glad you enjoyed the other levels. Yes, they are old-school, big arena, style. We spent a LOT of time trying to make sure they were as balanced as possible, with escape routes, and required risks for rewards.
    • By Summer Deep · Posted
      Excellent stuff for the mid-1990s. Lots of action, good layouts, pretty challenging on UV.    9/10
    • By Meril · Posted
      For 1995 design is ok. But is VERY short. 3 min in slow pace.  Map is easy af.
    • By Meril · Posted
      Square rooms, no details, ugly. Secrets aren't flagged as secret. Only for crappy-wad-lovers.
    • By Meril · Posted
      For 1995, not bad. Some ideas, are really cool, but they're mixed with dumb things. Texture misalignments are common. Overall I had nice time with this.
×