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AXE8.wad

   (6 reviews)
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Ultimately a Level for the single player. BUT !!!! Also is good for Deathmatch, and co op. Great for 4 player, although I have never played more than two. :( Lots of nice little spots to stand back, and realise just how beatiful DOOM really is. The Reason I don't add all my levels together is because, there single levels, single ideas. I name them AXE, because you will know there from me. STORY You arrive early to the Starbase out on the far reaches of the explored Galaxy, In sector 777. Having been sent here, to investergate the First and only Worm hole. You are at the least to say, excited. Unbeknowinced to you, the "Worm hole", is really a rip in Dimentional space. Providing a gateway to a Place that wasn't meant to be investergated. Let alone Destroyed. !!!!!


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Walter confetti

  

Interesting map overall with some annoying moments like narrow bridges, inescapable death pits and kind of confusing layout (i had to noclip in some parts cause i didn't knew where to go or why doors can't open). But overall, good medium/hard map.

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Unknown date

  
The first of the AXE series uploaded to /idgames, it appears, and the looks do reveal that in the very beginning. Texturing starts off with monotonous stone all over the place, and then the theme continually shifts throughout. The gameplay, however, is a good notch above the subsequent AXE5, with the highlight being the numerous clever uses of teleporters to catch the player off guard (the outdoor battle is particularly memorable!). Given that, I had enough fun to play it again. Good stuff. 7/10 - Snakes

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Unknown date

  
Thanks for the review. If I could get back into an editor I might do it. :) Regards Axe

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Unknown date

  
This is dated June 1996. It's part of the author's long-forgotten AXE series, which was generally good. This is a solid although unsubtle stone techbase in which you fight 304 baddies. Despite the monster count it's no Hell Revealed. It could have been hard, but you have loads of ammo, and the monsters are spread out; there are some good traps near the end but the secret BFG is silly. It's a good example of a level that would benefit from a modern revision.

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  • File Reviews

    • By Juza · Posted
      Frankly, if you're looking for more Plutonia, this isn't the deal. It's very different, but it's still very good in every aspect. I'd recommend it not for having the Plutonia name in its title, but for being such a good wad in itself.   Being that this was made by a lot of people™, it'd be impossible to talk about how each map performed, but they all pretty much draw resemblance to each other, while also possessing some of the designers' unique quirks visibly into them. Nothing's perfect, so there's a handful of levels that either aren't made for most people or straight up suck (like MAP15, and, arguably, 25).   Every level is challenging, even more so than the original Plutonia ones, though it still possesses Plutonia's design of combat of placing the player between a rock and a hard place in nearly every area, sometimes executed poorly, like trial and error, which can feel unfair.     Visibly beautiful and playfully slaughterful, fitting with its great soundtrack.
    • By rdwpa · Posted
      Pagan's Run is a lengthy "Run From It"-style map. "It" isn't the silent curse of that infamous Scythe map, however, but rather lethal threats located in the map itself. Caged cyberdemons pump rockets into your butt, and pesky fodder loiters in your path, which once in a blue moon is flattened by a crusher or narrowed into a Chasm-like sliver. Most of the tests over the 2.5-minute trial are fundamentally similar, testing consistency through repetition, but they evolve and morph into different forms: At first you're shooing zombies with shotgun blasts, soon you're navigating barrel clusters with spiders trying to show you love, by the end you're cleaving through greeting mobs with plasma, cybies looking on.    At best, I found Pagan's Run exciting and inventive, and I love movement test maps. But implementation flaws were too common -- potential linedef skips, floors with a fluky chance of not rising if blocked by a monster, and a late unguided drop seemingly designed for freelook. The latter hurts FDA value even on lower difficulties. On UV early, hitscan RNG was disproportionately impactful even with perfect shots. HNTR and HMP seem better. 
    • By rdwpa · Posted
      This one is fascinating. It's a squiggly techbase full of wacky oldschool angles drawn off-grid. The design has a lawless '90s vibe of "appealing ugliness," but with a higher detail level that befits its actual release date (the current Doomworld Files screenshot doesn't reflect this). The mapper clearly had an education in craft, shown by skillfully intricate use of the sky horizon trick and other effects. It reminded me of Didy's mapping in a few places.   Runtime was unexpectedly short, under 15 minutes for me. Many of the 200-odd monsters appear in messy but satisfying brawls, using lots of low-tiers with bulkier stuff tossed in for emphasis. The balance is very lenient and favors near-total dominance of the SSG, once you are equipped with it. Power weapons exist but are provisioned stingily.
    • By antares031 · Posted
      - Above average and interesting map design! - All maps keep the theme of the episode, thus constant. I can remember every unique map. New custom textures were used in all maps, which resulted in a beautiful look throughout the whole megawad. A few maps are just empty, because they were designed to get you out of their stations connect the levels as a hub area, giving you an interesting experience with progression. - Designer had a great idea to finish the wad in MAP25, which is phenomenal under vanilla limitations. - Above average gameplay. Trying to create a great gameplay experience, the designer put A LOT of interesting, but challenging encounters. - Such a memorable ending. Seriously, just download this wad and check it out for yourself.
    • By DoomShark · Posted
      - Below average and boring map design! - All maps looks similar to each other, thus boring, I can't remember any distinct map. Same textures are used in all maps which resulted in a boring look after playing a couple of maps. Many maps are just empty, no monsters no anything, just head to the exit. - Designer ran out of ideas and stopped at map 25, didn't finish the rest. - Below average gameplay, Trying to create a gameplay experience the designer resorted to traps, and A LOT of them, many of them are really deadly. - Anticlimactic end, Designer will kill you and throw you into the deep ocean :(  
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