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AXE4.wad

   (7 reviews)
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About This File

This level is for all game types single, co opp, and of course DEATHMATCH. but that doesn't mean the single player will miss out. After all who only plays DOOM for Deathmatch....errrr don't answer that. :) Hay if this level is way to easy ! Your a legend :)

STORY Scream, Scream, Blood, Splat........ You wake up in a pool of sweat. The nightmare neverends The loss of your buddies, and the frustration of the company, not hedding to you repeated warnings. As you lie there punishing yourself, you don't notice the Filth, that has entered the room. WATCH OUT !!!!! Ok, this time you will Finish it, you think to yourself, as you grab your pistol.


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Unknown date

  
This is dated June 1996. It's good fun, a mid-sized level with 300+ monsters, in a dungeon/mountain style, with a dash of techbase. Not too much ammo, simple design, lots of wonky textures. A couple of good arena-style battles. Starts off ominously with one of those hud-type lifts, but it's better than that. Irritating crushing ceiling trap around the (superfluous) BFG. Weak ending. Overall though this is a solid 1996 level.

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Unknown date

  
Thanks for the review

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Unknown date

  
This looks to be the final wad of the Axe series uploaded to /idgames, and it's very much part of the same style that the others followed. Plenty of ammo to work with, health balance is just about spot-on, and the visuals are plain, but acceptable. The crusher is a bit phoned in, and the final area is pretty much cleared up by the time you get there, but all in all, it's a solid wad and a satisfying finish to the Axe series. 7/10 -Snakes

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Unknown date

  
fun...but last elevator has an error..maybe

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Unknown date

  
yea fun

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  • 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.
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