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| Author: | PM & Tronyn |
| Title: | A Roman Wilderness Of Pain |
| Download: | arwop.zip (706b341a49549cc4311f90fc1eff7cee) |
| Filesize: | 32159 Kilobytes |
| Release date: | 25.12.2009 |
| Homepage: | |
| Additional Links: | Necros' review • A history of A Roman Wilderness of Pain, 1999-2009 • |
| Type: | Partial conversion |
BSP: • PAK: • PROGS.DAT: • Custom Models/Sounds: ![]() | |
| File | Size | Date |
|---|---|---|
| arwop.txt | 10 KB | 24.12.2009 |
| pak1.pak | 15081 KB | 24.12.2009 |
| pak2.pak | 39181 KB | 25.12.2009 |
| progs.dat | 1580 KB | 24.12.2009 |
| progs_dp.dat | 1592 KB | 24.12.2009 |
| pak0.pak | 22196 KB | 11.12.2009 |
arwop.zip - A Roman Wilderness Of Pain
Mini-episode consisting of three large levels and a start map. The maps follow an evil metal-egyptian-flesh texture theme and include many modified and new monsters, new items and weapons as well as other custom code (see arwop.txt). The episode also features background music inspired by The Doors (can be turned off with "impulse 17") and a hidden fifth difficulty mode. The gameplay is fast and very hard, blending in with the strong 'Doom vibe' it conveys - especially the boss battle is extremely tough.Tags: huge, hard, metal, egyptian, temple, hell, epic, music, blood, insane ending, cyberdemon, mustplay, episode
Editor's Rating: Excellent
User Rating: 4.7/5 with 22 ratings
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Easily install and launch Quake maps with the cross-platform
• PAK:
I'm italian mapper also.. stay tuned for Mach5 creations
Please help me quakers!
:(
I thought I should link this here, the Quaddicted article detailing the history of these maps from 1999 to their 2009 release:
http://www.quaddicted.com/other-quake-news/a-history-of-a-roman-wilderness-of-pain-1999-2009-by-tronyn/
The endboss does need to be toned down for sure. Plus it's all a horrible slaughter but some people love that ;)
New Quaddicted url for making of article:
http://www.quaddicted.com/articles/a_history_of_a_roman_wilderness_of_pain_1999-2009_by_tronyn_2009
http://www.quaddicted.com/articles/start
Map #2: Much more entertaining although the whole "find the five" thing was a little annoying... there might have been better ways to progress. Loved the perforator room though. Brushwork is still phenomenal.
Map #3: Absolutely GODLIKE architecture, (although given all the awesomeness, it's hard to ignore the large number of newbie doors). And the last room, while not only being one of the most awesome constructions Q1SP has ever seen (I felt like I was in Serious Sam for a second), also fully deserves that "insane ending" tag.
Definitely a must-play!
Looks amazing, especially after reading Tronyn's article. I'll start playing when I get home from work tonight.
@above comment: I always found it fun to intentionally find clipping errors and get to places on the map the developers didn't intend. (The first Halo game was the best for that, actually.) But I can see it being really annoying if you do it accidentally or are not saving.
Difficulty is pretty extreme in some cases. Good things there's lots of ammo and health on easy! lol
Uhm... Just one question: what kind of crack were these guys smoking when they did make this?! I have just tried the first level on easy, but this thing is INSANE! :-) Not going to comment on the top-level aesthetical quality and sheer amount of used resources -- that's just plain obvious.
yeah rsl, EVERYTHING Tronyn has put out has decimated me on easy too. doesn't stop me from playing! i have to save A LOT. these mappers/players' mad skills have shown me how poorly i play! watch Daz's videos on youtube: http://www.youtube.com/user/darrenweekes
brutal :) i love this. gave me a nice old school doom vibe, and i can tell by the music track selection for the last level that this was no accident.
Epic looks, brilliant brutal somewhat Doom-style gameplay. Best Tronyn release since the original SOE which possibly beats this for sheer size if nothing else. Not that anything in between isn't pretty amazing (though Indian Summer had some frustration issues). And a Cyberdemon in Quake? Make my day! Although only three levels it should feel like a full episode and it is a MUST have!
definitely one of the most frustrating releases ever. the huge amount of pros for this mappack are totally nullified by the unwinnable final encounter (even on easy difficulty!). what is the point to play an episode that can't be finished without cheats?
upd: apparently you can reliably cheese cyberdemon without godmode sniping him from lower levels. stupid, but i couldn't care anymore. it's painful to see how the single bad aspect kills the enjoyable experience from playing the rest of the otherwise awesome pack (
If you don't like the final boss just quit. That's what I did. Don't let it spoil three whole awesome levels!
I simply can not play this on DirectQ.
Please. Can anybody help me with this error: "CLParseServerMessage: Illegible server message 21. Last was SVCNOP" and "SVC_SpawnStatic"
The game crashes everytime i select weapon #1 or I pick up the mjolnir.
BTW I might add that this is the only mod I cant't play using DirectQ. It is by far my favorite engine, so I really want to make it Work.
it didn't let me play the mod. it took me right back to the desktop
now it's saying host error: cl_parseserverinfo: server is unrecognized protocol number
What engine are you using? I recommend QuakeSpasm.
The first level was awesome, I gladly retried it everytime I died. The second level was too short. The third level was frustating with its boss fight and minions (eugh, spawns) but the hook "weapon" you get is very fun to use and catch ogres unaware with a chainsaw/hook combo, good stuff.
Surely the hardest episode I've ever played...
Visuals and layout is on point for the most part, I would say that expecting the player to search every inch of the map to find the silver key in the first map is a bit much though. How was I to know it was there?!
Difficulty is great too. And I mean really great. I've always loved ripping into hordes of monsters with a nailgun or shotgun, and these levels allow plenty of opportunities for chaos of such a type. I would say, though, that the end of level three fails hard here. There simply aren't enough resources on the map to deal with the monsters that spawn in there; I had to resort to using my puny wand for a good while until I gave up and used impulse 9 to refill my supplies (and add all those delicious weapons)...
Still, one weak point to an otherwise great pack is hardly enough to ruin it :)
Infinitely spawning NEMESANTS with their imbalance "locking" ability with no way to dodge it?! Without any weapon? You are mad?
Sorry, I was wrong, count of NEMESANTS was not infinite. Passed on Nightmare with 907/939 kills.
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