"ARCHIE" [Release 1]
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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Re: "ARCHIE" [Release 1]
what is the level called? what does it say on the map screen?
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Re: "ARCHIE" [Release 1]
Oh it might be a gag. There probably isn't any level leading to it and it is there only to mess with people who tried to warp around. Pez was always talking about putting in things like that which most people wouldn't see. I will check on it later.
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Re: "ARCHIE" [Release 1]
yikes what a horror. I only vaguely remember that level but the atrocious randomly-restarting background music is too familiar and too cruel, but fortunately easy to mute.
After passing through the level a certain number of times it starts insulting you for not looking up or behind things and indeed in the first room is a button on the ceiling that you have to shoot. Or rather you have to shoot at least one side of it but with the weird field of view, trying to do one results in the other anyway. You can do that on your first visit to the level without waiting for the hint. That then opens up little bits of the ensuing rooms, each with large 1994-style switch walls, seven in all. one in the chaingunner/hellknight room, two in the cacodemon room, one in the pain elemental room, one in the arrow hallway, the opposite direction of the hole in the ground, then one behind an invisible wall in the lower left of the scripted marine room, then one final switch in the upper left of the invisible demon and rabid floor room. this is particularly cruel because if you miss any of the first five you can't go back (without cheating, anyway, which I went ahead and did) and there is no indication that any of switches do anything, or that you are done when you activate the seventh, but afterward the exit WILL finally go to the next level. I had to look in doombuilder sixth switche (i somehow checked behind every fake wall but that one), then was still stuck, went back into doombuilder and found the first switch. Which has a bfg beside it to help with the monsters, I suppose but it isn't nearly enough; I know because i already cheated to get one and still had to go invincible. For some reason all the monsters were in fast mode, and i am not sure if it is always that way or if I messed something up warping there, even though beating the monsters is quite frustrating enough with thein place.
And so in conclusion, that level is a disasterpiece but it is winnable, in a sense.
After passing through the level a certain number of times it starts insulting you for not looking up or behind things and indeed in the first room is a button on the ceiling that you have to shoot. Or rather you have to shoot at least one side of it but with the weird field of view, trying to do one results in the other anyway. You can do that on your first visit to the level without waiting for the hint. That then opens up little bits of the ensuing rooms, each with large 1994-style switch walls, seven in all. one in the chaingunner/hellknight room, two in the cacodemon room, one in the pain elemental room, one in the arrow hallway, the opposite direction of the hole in the ground, then one behind an invisible wall in the lower left of the scripted marine room, then one final switch in the upper left of the invisible demon and rabid floor room. this is particularly cruel because if you miss any of the first five you can't go back (without cheating, anyway, which I went ahead and did) and there is no indication that any of switches do anything, or that you are done when you activate the seventh, but afterward the exit WILL finally go to the next level. I had to look in doombuilder sixth switche (i somehow checked behind every fake wall but that one), then was still stuck, went back into doombuilder and found the first switch. Which has a bfg beside it to help with the monsters, I suppose but it isn't nearly enough; I know because i already cheated to get one and still had to go invincible. For some reason all the monsters were in fast mode, and i am not sure if it is always that way or if I messed something up warping there, even though beating the monsters is quite frustrating enough with the
Code: Select all
script 5 ENTER{
consolecommand("fov 155");
And so in conclusion, that level is a disasterpiece but it is winnable, in a sense.
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Re: "ARCHIE" [Release 1]
This is very interesting and quite amusing. Especially the internet drama that is depicted in it. This seems to be a combination of DoomWorld Forums, Community Is Falling, Lilith, and Terry Wads. Very nice combination. I would consider this a Joke Wad.
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Re: "ARCHIE" [Release 1]
I have no idea, it might be worth taking to the bugs section of the forum since it probably happens in other wads also and Pez sure isn't going to come back and look into it; I have not heard from him in five years!
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Re: "ARCHIE" [Release 1]
It shoulld work with earlier versions of GZdoomm1lk wrote: ↑Sun Jul 25, 2021 10:33 am trying to run this on GZDoom 4.6 and I get this error. any ideas?
https://ibb.co/8bfNbQr
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Re: "ARCHIE" [Release 1]
Btw, I'm working on a sequel to this wad, it will be called Archie II. I fear that it may be quite different from the original Archie, since I have a different philosophy of map making, but I'll try to make it as similar as possible. If someone wants to help with testing, suggestions, sprites or music you can contact me.
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Re: "ARCHIE" [Release 1]
Why would you want to make a sequel to something you didn't make and whose philosophy you do not share? Granted Pez didn't share his own philosophy about the project from the beginning by the end, but it was ultimately all his work. Apart from the graphics he took from elsewhere or got me to make.
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Re: "ARCHIE" [Release 1]
I always wanted to make Archie II. All my WADs until now have been trying to be that. I love Archie, it's the wad that motivated me to be a doom mapper.
Archie II will be about myself, in that sense I think it'll share Archie's philosophy, because I think that's a WAD about Pez.
It'll probably take me 2 or 3 years to make Archie II and I'll release it in parts. It probably won't get any attention, but I have to make it. I think I'll do it alone, maybe it's better if I don't get any help, I already started working on it anyway.
Archie II will be my last contribution to the doom community, I understand that people may dislike it or hate it, and that I could be critized for using Archie's name, but this is the WAD I want to make.
Archie II will be about myself, in that sense I think it'll share Archie's philosophy, because I think that's a WAD about Pez.
It'll probably take me 2 or 3 years to make Archie II and I'll release it in parts. It probably won't get any attention, but I have to make it. I think I'll do it alone, maybe it's better if I don't get any help, I already started working on it anyway.
Archie II will be my last contribution to the doom community, I understand that people may dislike it or hate it, and that I could be critized for using Archie's name, but this is the WAD I want to make.
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Re: "ARCHIE" [Release 1]
I suppose no inspiration is invalid. Pez got annoyed and disassociated from the whole thing because it didn't win a "cacoward" so your outlook is already less unhealthy.
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Re: "ARCHIE" [Release 1]
From the title of this wad I thought maybe it was about a day in the life of an ArchVile. That would have been cool; a doom-engine game played from the perspective of one from its bestiary. Would love to see a wad centered around an ArchVile and maybe the premise is to resurrect as many baddies as possible to defeat the do-gooders. I would play it
Someone made a movie once about a day in the life of a zombie (romero-esque). Don't know if it was any good or not. Not too many games out there where you play the "bad guy".

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Re: "ARCHIE" [Release 1]
I probably thought that was what it was also!
Even back in mbf it was possible create a weapon which would revive your own "friendly" monsters so I am surprised if nobody has made doing that a core concept.
Even back in mbf it was possible create a weapon which would revive your own "friendly" monsters so I am surprised if nobody has made doing that a core concept.