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RYLAYEH

   (38 reviews)
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Ten levels based on the Lost City of R'Lyeh.


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whirledtsar

  

Good wad overall, but honestly the first 1/3rd was so dull it almost made me give up on it. Corridor after corridor of shooting imp after imp or grunt after grunt, with an occasional baron to really spice things up. Thankfully the level design gets a lot more creative and fun as it goes on. The finale is appropriately grand, and I like how you retrace your steps back to the very beginning of the first level.

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Lane Powell

  

This seems like a semi-hidden gem. The author's other WAD Crimson Canyon won a Cacoward, though I prefer this one.

 

It certainly lives up to its namesake. The textures are all Hell's green marble and blood, supplemented with custom textures including some modified Giger designs and some creepy sprites I recognize from Monolith's Blood. The map designs are seriously contorted. It's probably a divisive aspect of the set. In some levels the angular layouts wrap around themselves in a jagged mesh, creating devilish mazes with slightly obscure progression, and where fireballs can fly at you from different parts of the map. Other parts are darker and more claustrophobic. It's all a totally hostile atmosphere.

 

There are some common themes gameplay-wise but you'll know them by map 2. A big one is ammo constriction, especially on UV. Certain maps seem near unbeatable without finding key secrets.

 

This was actually one of the first WADs I completed a few years ago, and on revisiting it it feels very fresh. Like most memorable WADs, it rides on strong concepts and some devilish gameplay while targeting a distinctive theme.

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Guest

  
unprecedented. brilliant. impressive. a dozen is not working. 5/5

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Eye del Cul

  
Awesome maps with a well done Lovecraftian theme. Love the chaotic architecture and the final fight. -- 5/5

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Guest

  
This is a set of really cool, lovecraft themed maps. A lot of crawling through castles and tombs home to unseen and unspeakable monstrosities(includ ing the agonizing lift setup in Octagony, which is NOT a good one). Design seems to take the best aspects of Romero and Petersen and blend it together in the best possible way. Unfortunately, you'll need a port that allows disabling of blocking hanging corpses to really enjoy it. -Marcaek

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Guest

  
Whoever said this was is full of shit.It is one of the best!

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Guest

  
Some really moronic design here. Whats up with the retarded moving floors that force the player to jerk off for 5 mins everytime your trying to find a new pathway? Stupid trolling. Waste of time. Dark cramped, boring design.

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NuMetalManiak

  
well this was okay, the gameplay is not bad at all and the atmosphere is certainly there. my biggest complaint would be the elevators in MAP03.

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Salt-Man Z

  
I loved this WAD. I realize it's not to everyone's taste, but the gameplay was right up my alley. And the architecture and atmosphere are both amazing. (MAP02 is my favorite of the set.)

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Guest

Unknown date

  
Nice WAD.

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Guest

Unknown date

  
Not bad; the setting is well done and the maps are varied in layout or functionality if not in theme. A few maps might suffer a bit here and there, such as some early decoration placements (they obstruct paths when using a z-clipping engine), that map centered around lifts, which tends to be slow, or Map05, which is moody but a bit "claustrophobic". Perhaps the item placement could have been optimized a bit more for pistol start games on each map, but overall there's some good quality in the set.

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Guest

Unknown date

  
Fantastic gameplay! Massive and challenging fights!!! And detail is nice enough! How did this one got so low votes?! 5/5 - Optimus

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Guest

Unknown date

  
Very atmospheric. 5/5

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Guest

Unknown date

  
Every level is almost exactly the same gameplay and textures. Imps, Hell Knights, Demons and huge mobs of hitscan enemies that you have to hide from. Hardly anything else makes an apperance. After about 3 levels I was bored to tears with how it never changed. The lack of health and tons of hitscan enemies makes it a real pain as well. This map could have used more outside playtesting.

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Guest

Unknown date

  
There's a few very small bugs here and there (noticed in ZDoom), but overall, the wad's quite great. :)

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Guest

Unknown date

  
Very nice design, but the gameplay falls a bit flat here and there (repetitive), and the lack of health reduces the fun value a fair bit too.

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Guest

Unknown date

  
good wad

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Guest

Unknown date

  
First few maps has some gameplay issues. And all maps looks same. 3* But +1* for Lovecraft theme ;) -Damned

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plums

Unknown date

  
Excellent levels with hordes of low- and mid-tier monsters, in medium-sized maps full of sharp angular architecture. Each level feels distinct, in spite of a consistent theme. Not perfect but I enjoyed it so much I had to give it 5/5.

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Guest

Unknown date

  
Very nice, though it would've been better without the first 4 maps :P. A solid effort, nice atmosphere, slightly annoying music and boring gameplay in the first maps, fortunately both improve later on. 4/5 - Belial

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Guest

Unknown date

  
UV is a little rough for the casual doomer, but I think it'd fare pretty well as a fresh addition to the Skulltag Co-op world. I like how they took the SS Nazi and made it look like Doomguy do that they could use it in their levels. 4/5 for great overall work.

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Guest

Unknown date

  
This is a good map wad w/ pretty much a consistent theme. Only thing I have to nag about is the lack of HP Lovecraftian monsters. The textures and architectures could use maybe more room for improvement. I like how that Cthulhu was the bossbrain and how the structure strives to be Lovecraftian horror. I am going to made a custom bossbrain replacement wad for the Cthulhu bossbrain. Only problem is that I am not so familiar w/ Lovecraft's writings. Better get to it. ~RV-007

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Unknown date

  
This wad can start a little flat but soon it gets really better if you keep on playing. Lots of challenging battles, large maps, some bits of mindless carnage and some puzzles are sprayed through all the levels wich share a wicked, odd architecture providing a very authentic feeling. Best played in small bits through a week. 4 stars out of 5 - Danimetal.

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Guest

Unknown date

  
This megawad starts quite nice and interesting. The first map is a castle on an island, with some modified textures and sprites. Gameplay is nothing special but not too bad. However, the later maps become a bit repetitive and tedious and they show nothing new. In map 07 I eventually got stuck, running around in a grey marble area with no way to proceed and this is where I stopped the game. In summary, map 01 is ok and fun, but it's not enough ideas for a whole megawad. 2.5/5 -Milian

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  • File Reviews

    • By Meril · Posted
      It's large 1995 map. Starting area is looking nice, but later author lost creativity and made mazy corridors. Very challenging because of overuse of chaingunners. It's extremely annoying. Lots of traps, Some clever, some not fair.
    • By HUGEkidsY2K · Posted
      Too linear in my tastes looking back now, will do better with my next projects!
    • By Meril · Posted
      For 95' map is really ok. A bit "blocky" design, but not bad. Map is rather big, it takes me 40min but i get lost in one place. Some good traps, IMO kinda challanging at the begining, before you get ssg. Overall good classic wad.
    • By Erick · Posted
      Fun map that captures a nice TNT-ish feel with plenty of weird yet also nice looking rooms, groups of hitscanners and demons to blast through, and a sense of adventure to it. Taking the MAP14 slot, you would see the episode 2 skybox of TNT: Evilution and listen to the track "Cold Subtleness", both creating a nice atmosphere to the map. Worth checking out!
    • By Player Lin · Posted
      Doesn't like the layout and monster replacements, I didn't found RL until got the yellow key and found a lot of rockets, the location where RL is confusing me, and it also not fun when you get kicked down from the cliffs by Revenants, Mancubus and Archviles after the way to Blue key door, the way to the teleporter just far enough to kill you if not killed by monsters which kicked you down. Final timed puzzle room just nasty as the cyberdemon and archvile fights in the same place, not sure why make the level so big but can't make the fights with them also on bigger place too?   It's not bad level but I'm sure the frustration level is sky high, and not sure the slopes from ZDooM do anything good to this level too.
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