Upload an image

Names
Arachnophobia II
Description
This should have been the last level for the second episode of "Italian DooM"; it should have been the level set on the great UAC military compound and barracks. It's the biggest and most complex level I have ever made; in fact, I had to split it into 3 different maps, while working on it, because of WadAuthor limitations! Notwithstanding, the level itself is not very detailed, although show some nice ideas and, here and there, awesome architecture, good detail, painstaking lighting, etc. Here is a suddivision of the map, according to exploring order: 0) Main Courtyard (Center); 1) Officers' mess and dormitory (South-Western area); 2) Warehouse (South-Eastern area); 3) Nukage Area (Eastern area); 4) Laboratories (Western Area): - Computer Station; - Server System; + Weapon Labs: - Arachnotron Plasma Lab; - Plasma Lab; - Rocket Lab; - FireBomb Rocket Lab; - Insanity Plasma Lab; - Teleport Lab; - Genetic Labs; 5) Hangars (Northern Area); 6) the RunWay and main Hangar of the War SpaceShip. This level was designed to provide an intense challenge to every kind of player, so it's pretty difficult and I suggest that you play it with low skill levels and, once you get acquaianted with it, play it again on UV! Skill levels differ mainly in: - different kind of some monsters and, in few cases, different placement; - different health and armor supplies and, in few cases, different ammo supplies; - different power-ups available (some of them are removed or changed with health supplies in high skill levels)... ...and something more I am not going to spoil! Tricks and traps are few... I chose this policy, because somebody complained about them in my previous .WADs. There are some consoles and computers which are not real switches, but you need to activated to go forth: to help the player to find them, I signalled them with arrows of blinking light, visible on ceiling and floor... but at last I added switches to them, according to Toranaga's hints. Other consoles and screens, which let you see some areas through cameras, are slightly signalled, because they are not necessary to finish the level, though they can help the player by letting him/her see what is awaiting for him/her. The .WAD contains ZDoom features, like additional monsters in DECORATE, and ACS Scripts, which make the map more interesting and funnier! So... you need ZDoom to play it! You need e2res.WAD, the resource pack of "Italian DooM - Episode 2: The Singulairty", to play it correctly.
Filenames
arachno2.wad
Size
7.79 MB
MD5
7d9319d864efe0040f6f5c4a5b4cb932
SHA-1
ecdd1fcf5ea324b749b016c054343c56a3b8720b
WAD Type
PWAD
IWAD
DOOM2
Engine
ZDOOM
Lumps
18
Maps
1
 
MAP06
Date Completed         : 16th September 2006
Date Updated       : 27th August 2008
Title                  : Arachnophobia II
Filename               : arachno2.wad
Other Works            : Alien.wad (Alien Invasion);
 Alien2.wad (Alien 2 - The Revenge);
 Alien3.wad (Alien 3 - The last challenge);
 Outposth.wad (Outpost of Hell),
 Outpost2.wad (Outpost of Hell 2 - The fortress);
 ItDoom1.wad (Italian DooM - Episode 1: The Lost Colony);
 Runkill.wad (Run & Kill);
 Blitz.wad and Blitz2.wad;
 Ghosts.wad and some other WADs.
Author                 : Ismaele (Alberto Sposito)

Email Address          : sposito.lag@tin.it

Story                  : After leaving the hospital and research laboratory of
 the evil UAC, you arrive to the great UAC military
 compound and barracks. Your mission is find out what's
 happening here and stop the War SpaceShip is leaving
 to invade Earth by activating auto-destruction...
 Remember to abandon it immediately with an escape-pod,
 after activating auto-destruction!


Description       : This should have been the last level for the second
 episode of "Italian DooM"; it should have been the level
 set on the great UAC military compound and barracks.
 It's the biggest and most complex level I have ever
 made; in fact, I had to split it into 3 different
 maps, while working on it, because of WadAuthor
 limitations! Notwithstanding, the level itself is
 not very detailed, although show some nice ideas and,
 here and there, awesome architecture, good detail,
 painstaking lighting, etc.
 Here is a suddivision of the map, according to
 exploring order:
 0) Main Courtyard (Center);
 1) Officers' mess and dormitory (South-Western area);
 2) Warehouse (South-Eastern area);
 3) Nukage Area (Eastern area);
 4) Laboratories (Western Area):
   - Computer Station;
   - Server System;
   + Weapon Labs:
    - Arachnotron Plasma Lab;
    - Plasma Lab;
    - Rocket Lab;
    - FireBomb Rocket Lab;
    - Insanity Plasma Lab;
   - Teleport Lab;
   - Genetic Labs;
 5) Hangars (Northern Area);
 6) the RunWay and main Hangar of the War SpaceShip.
 This level was designed to provide an intense challenge
 to every kind of player, so it's pretty difficult and I
 suggest that you play it with low skill levels and, once
 you get acquaianted with it, play it again on UV!
 Skill levels differ mainly in:
 - different kind of some monsters and, in few cases,
   different placement;
 - different health and armor supplies and, in few cases,
   different ammo supplies;
 - different power-ups available (some of them are
   removed or changed with health supplies in high skill
   levels)...
 ...and something more I am not going to spoil!
 Tricks and traps are few... I chose this policy, because
 somebody complained about them in my previous .WADs.
 There are some consoles and computers which are not real
 switches, but you need to activated to go forth: to help
 the player to find them, I signalled them with arrows of
 blinking light, visible on ceiling and floor... but at
 last I added switches to them, according to Toranaga's
 hints. Other consoles and screens, which let you see some
 areas through cameras, are slightly signalled, because
 they are not necessary to finish the level, though they
 can  help the player by letting him/her see what is
 awaiting for him/her.
 The .WAD contains ZDoom features, like additional
 monsters in DECORATE, and ACS Scripts, which make the map
 more interesting and funnier!
 So... you need ZDoom to play it!
 You need e2res.WAD, the resource pack of "Italian DooM
 - Episode 2: The Singulairty", to play it correctly.

Updates       : 1.1) Fixed some bugs.
 1.2) After more than one year since last update and almost
      2 since date of completion, I just tested it again,
      changed few things and fixed some minor bugs: so I
      kept almost everything as it was.
 1.3) Fixed few bugs and modified the final battle and other
      minor things, after Toranaga's beta-testing and
      feedback.
      

Statistics       : Vertices: 27496
 Linedefs: 31717
 Sidedefs: 56587
 Sectors : 5596
 Things  : 2349

Additional Credits to  : Id Software, fo making Doom;
 Toranaga a.k.a "UltimateLorenzo, level-designer of the
 "Italian Team", for beta-testing and other help;
 Leonardo "BuzzBomber" Venturelli, level-designer of the
 "Italian Team", for the Baby Arachnophyte, the Insanity
 CyberMasteMind, some tweaking on the Fire Bomb Launcher,
 few other things in the resource .WADs (mainly DECORATE
 stuff, like new keys) and a bit of help in finishing
 this map (e.g. the Northern courtyard was detailed by him);
 You, for downloading this .WAD. Thank you!

      ===============================================================

* Play Information *

Game                    : Doom 2 (ZDoom)
Level #                 : map06
Single Player           : Yes
Cooperative 2-4 Player  : No
Deathmatch 2-8 Player   : No
Difficulty Settings     : Yes

New Sounds              : Yes, the alarm sound (DSALARM from Marc Milian's
  "Biovite" .WAD)

New Graphics            : Yes, a lot!
  
New Music               : Yes (ada-ds07, got_ds02, mm2ds18, mm2ds22 by Tolwynn)


Demos Replaced          : No. I'm waiting for your demos!

* Construction *

Base                    : Completely new level from scratch.

Editor(s) used          : WadAuthor;
  Doom Builder;
  Wad eXtendable;
  Zennode.

Build time              : 132+ hours
  
Known Bugs              : You may experience some HOM effects near
  little polygonal sectors and light sources,
  but I am sure that I fixed all of them with
  BSP and Zennode. Should you find other
  errors please send me an e-mail!

 * Copyright / Permissions *

Authors MAY NOT use this level as a base to build additional
levels.

You may distrubute this file in any format(CD ROM, BBS, whatever)provided
that you include all files included in your distribution. 

Where to Get this wad:

The usual FTP archives


P.S.: I like reading comments on my work. So send me e-mails with comments
on my levels!
MAP06

Arachnophobia II (MAP06)

DM Spawns
0
Co-op Spawns
2
Help improve the database by uploading an image
Creative Commons License