The seven tongues of Satan

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Author

Algeroth

About This File

Map with hellish/medieval style that consists of 3 large areas connected by teleporters.

**There is a way to skip the second area so keep your eyes open! - but you will miss a lot of cool stuff then**

This map was NOT built with jumping in mind - so you have been warned if you get stuck somewhere. (There is no way to get stuck without jumping)

If you find yourself lost keep an eye open for changes in the architecture!

Features ALL available weapons from Doom 2 (lots of ammo included).

**I designed this map for playing with jdoom but it runs with zdoom as well (and probably with other source ports)**

Will NOT run with vanilla Doom 2

Credits

id Software for creating DOOM Pascal vd. Heiden for Doom Builder Special thanks to Dinah for providing the map-name

Base

New from scratch

Build Time

about 4 weeks

Editors Used

Doom Builder 1.67

Bugs

None according to Doom Builder




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  • 1
   0 of 1 member found this review helpful 0 / 1 member

If your idea of "fun" is running around in lava (without a hazard suit) trying to work out teleport and platform mazes (without any clues of any kind), flipping a hundred switches (without knowing which does what) in the hope of finding an exit by complete random chance, then this map is for YOU.

 

But if you're one of those weirdos that does not think the above is fine, high quality entertainment, then you'd probably be better off giving this one a miss.

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Zahid

  • 4
  
Its a Brilliantly build compact map with just 56 monsters but lot of atmosphere and fun....bit extra switch-hunt but tolerable....

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Foodles

  • 3
  
Pretty fun map that's not too hard although its not long enough to leave a lasting impression.

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Unknown date

  • 4
  
Maybe my favorite map of the week. Well,. the platforms have a nice idea, unlike other platforms where you eat half an hour falling of and trying again, there are protector pillars to stop your way well, still this part took quite some time ;P. Nifty though. 4/5 - Optimus

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Unknown date

  • 1
  
I wasn' too impressed. It needs to have half as much switch hunting, and twice as much action. The first of the "large areas" is just a swamp, really, and the pillars are tedious. The final courtyard looks nice but there should have been many more monsters and much more fighting.

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Unknown date

  • 4
  
This was a pretty good map. The switch hunting only boggles the score down to a 4/5, but otherwise the layout was pretty nicely layed out. Plenty of items to collect and secrets to be found, so it was kick ass!-Candle M

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Unknown date

  • 4
  
It's Ok, not that good, could use some touching up...

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Unknown date

  • 4
  
very interesting idea! I liked the platforms. **** ~Cson

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Unknown date

  • 4
  
Needs only a limit-extending port (tested with Doom-plus). Some flaws (such as zdbsp texture errors) and the pillars area is a bit tedious, even with the many possibilities for switch tricks to speed things up. Overall it's a fun map though, and I'll give it a generous 4/5, to encourage the author. Psst: use a different nodebuilder next time.

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Unknown date

  • 3
  
I find gimmicks like the pillar area tedious and boring. Other than that its an okay map. 3/5 - Belial

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Unknown date

  • 4
  
I agree with the last comment on that there should be more action, more thrill. I was very entertained by the platforms and I liked the look of the swamp. 4/5

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Unknown date

  • 5
  
Loved it. Kept me entertained all the way through. :D 5/5

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Unknown date

  • 4
  
Very nice. First when I started the map, I looked at the Automap and thought "Whoa, on 56 monsters. This won't take long", though I actually ended up spending 20 minutes playing the map. Great map, I loved it. 4/5 -Tango

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  • File Reviews

    • By EmotionalFelineinaMadstate · Posted
      When a Doom mod causes controversy, mixed feelings, and making a dev of a certain port angry, you'll bet i'll give it a good score.   Not saying because it caused controversy, it has a good score. It was a weird trip to go through, and is a really neat idea, but of course, a star had to be removed, due to my headaches and immeasurable pain this thing gave me.   Love and hate you, anotak.
    • By SegaDoomer1223 · Posted
      This is so useful, I ain't used to play a lot using source port so this is one big useful thing for me as I only wanted to have WASD movement with mouse movement. I also got the newest version of the Doom games from GOG and I tweaked it thanks to PhilsComputerLab's tutorial. I play DeathMaches a lot on vanilla doom fullscreen using DOSBox so thank you Istvan Pasaki
    • By SegaDoomer1223 · Posted
      It doesn't work I tried many times.....
    • By NuMetalManiak · Posted
      invulnerabilities are great to have in a slaughtermap. there were a few troll moments but otherwise it's fine.
    • By Jonathan · Posted
      The Sky May Be gets called the worst WAD ever, while this is feted with awards... What the hell's wrong with this community!?   Kidding.   After so many years of refinement and improvement in editors' skills, a lot of Doom maps are so exquisitely crafted that it's almost too much. Like admiring some ornate Gothic church, there's a part of your brain that rebels against the perfection on display, and wants something messier and uglier. Lilith.pk3 is, in its own way, just as intricately made as those other maps, except the craft is directed towards making something more experimental, corrupted and obtuse. Sprites, textures, music and sounds are all heavily modified, and engine bugs leveraged, to create the impression of a game world that is twisted and wrecked beyond repair. That player must navigate through a colourfully discordant environment that both does and does not conform to their expectations of a typical Doom game.   The mod's aesthetic is not totally unprecedented, either in Doom modding, wider gaming, or art in general. Glitch art, as the style is known, has enjoyed some success over the past few years, purposefully employing the kind of analogue and digital corruption that occasionally affects regular media for stylistic effect. The same criticism that could be levelled at glitch might also be raised here: that it is style over substance. When you strip away the confrontational aesthetic, is there anything left? E.g. would you play these levels if they were presented in a more conventional manner?   I would argue that, on balance, there is. While the gameplay is not quite as daring or original as the presentation it's wrapped up in, there are some cool ideas there. And the aesthetic is used to enhance these ideas, not disguise them. Towards the end, it does become a little needlessly frustrating, as the player must dance around moving and frozen projectiles over a series tiny platforms in a damaging floor. After reloading for the umpteenth time, you may wonder exactly why you're bothering to continue. But overall, lilith.pk3 admirably achieves what it sets out to do, and is well worth your time. Even if it ultimately turns you off, we should be glad that the Doom community still produces work as different and challenging as this.