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Armadillo

   (3 reviews)
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About This File

A new 5-level mission. These levels are fairly hard on 'Ultra Violence' and are intended for only some of the best players (like ourselves). 'Hurt me Plenty' is for average/above average players and 'Hey, not too rough'is a doddle.


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Never_Again

  
A set of small hard maps that would be quite good if they were not so gimmicky. You have to walk through walls on MAP01 and on MAP05. On MAP02 you need to hump a lamp to get the SSG, without which you're SOL. The "mysterious invisible mancubus" probably refers to spite overload in vanilla. MAP03 indeed lacks height variation; the exit is there and not hard to reach. You can also get stuck on MAP01 if you sprint out of the chaingun ambush towards the Rev.

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Unknown date

  
hmmm.. well its not so bad the level dezine is prity good and the musick isint that bad but the problem is a few of the traps in these levels were a little to trechris sligtlee damiging the gameplay but these levels are prity good overall not superer by eny standerds but not totel garbig eather 3/5 -simon cowel

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Unknown date

  
Er, mixed bag here : while level 1 starts quite roughly but plays quite good (3/5), level 2 is fairly easy, even if it looks poor (3.5/5). Level 3 is just a piece of crap (corridors/monsters/ not even a stair/exit - 0/5). Level 4 is too short but enjoyable (3.5/5) and level 5 ends the story in a pleasant way even if the design choices are somewhat weird (3/5). Overall, I take pleasure to play those 5 levels, and think it would be nice to rebuild some of them up to nowadays standards : 3.5/5.

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  • File Reviews

    • By elend · Posted
      When first reading this wad's description I thought this will be a 1994 style map, where someone just tried to recreate his office building to shoot up his colleages. Boy, was I wrong!   Going Down emerged as one of my favourite megawads so far, with its very clever use of small to medium map space and interesting gameplay mechanics in every single map. The first couple of maps start innocent enough, but soon you will find yourself navigating literal crawl spaces, thinking about use of space and / or slight puzzle mechanics just before being thrown into hell itself and fighting for your life. Going Down is designed as a literal descent into hell, which was the most beautifully realized aspect of it. How every map slightly changes into a more and more hellish theme is just great, great design work. Even though the later maps delve into slaughter territory I must admit that I still quite enjoyed it. Actually this was the first time I enjoyed being slaugthered and figuring out how to approach the map.   Going Down is simply an amazing piece of work, oozing quality from start to finish and rewarding the player with incredible elevator music inbetween. A must play.
    • By Rosh Fragger · Posted
      Such a wonderful creation! I really wish there were some more maps so this could make it into ZDaemon Thursday Night Survival (TNS) someday...
    • By Ajora · Posted
      This is a solid contender for being the absolute best Megawad that I've ever played. 
    • By NuMetalManiak · Posted
      I...did not review this, okay. well, it's blue and it's pretty decent and setpiece-y. get used to ribbiks' style and this one is just like all his other maps, very well-designed and fun to play. just watch out for MAP03's final area.
    • By NuMetalManiak · Posted
      it's one of those classic 90's wads you can probably just sift through, but it's not that good. plenty of inescapable pits, some awful level progression, and some actually trollish crusher placement lie within this one.
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