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Valley of the damned

   (23 reviews)
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3 Screenshots

About This File

-A kind of hellish abbey in the mountains.


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Mabuse

  
cool Map :)

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Unknown date

  
I would say this is worth a play. 5/23/07

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Unknown date

  
Pretty cool! Unfortunately, this doesnt get a perfect score because of the cheap ass end boss and the stealth monster. 4/5

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Unknown date

  
Very cool.

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Unknown date

  
the one who said its a ssg fest, hmm i like it how it is the point is, how it is made, and the balancing between ammo and so on was great its a very great map with very great atmosphere and balancing in ammo was great and skill level was also great, and the structure of the map was very cool, it was dynamic, but not too dynamic

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Unknown date

  
I found the replacements for some doom monsters highly successful. They're more at home in the map than the monsters doom. Which surprised me, most of the time they're annoying me. Action takes place in some valley, you start in a path along a lava river which will lead you to some buildings or if you go right to a path that will lead to (one of the many)a dungeon. The aim is to find 5 gold skulls. Highly recommended, btw this is not a linear map. 5/5 coldfusio

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Unknown date

  
Very climatic. 5/5 Zalewa

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Unknown date

  
One of Aluqah's best maps, feels adventurish with nonlinear route but not confusing.

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Unknown date

  
This map isn't perfect for me. I don't like the final battle or jumping over the boats section, but overall it is pratty good map. Aluqah's maps are interesting and so this is. Skull collecting is good idea. ;) 4/5 - Damned

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Unknown date

  
As far as gameplay goes, it's just an ssg fest. The layout, although open, is still quite linear. Simplistic architecture, enemy sprites taken from Blood and a rather unfortunate mix of textures from various sources. 3/5 - Belial

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Unknown date

  
A great map with great atmosphere. Play it now. 5/5

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Unknown date

  
One of your best maps, Alu. Keep up the good work. 5/5 -Moti

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Unknown date

  
lol DF cool i like it 5/5

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  • File Reviews

    • By Lol 6 · Posted
      It's Sunlust
    • By omalefico32x · Posted
      i was going to beat this on uv and i almost got trough all of it but i switched source ports and lost interest after   this wad is great the enviroments look nice and combat is really good    most of it is puzzle combat and i see why some might not like sunlust because of it with good use of infighting and save scumming you can totally beat it even without being a doom god if you see the bfg as the solution for every fight then you will have a bad time playing this because you will waste cells and when you really need it you will suffer   also if you are having difficult with ammo on your first playtrough heres a tip: YOU DONT HAVE TO 100% IT you will end up with 98% on most of them anyway on your first time so why bother? if you are near the exit but the wad spawned another wave of demons to kill you just... run its not like you will be missing out on the wad or anything in fact i think a big part of doom gameplay is knowing with fights to pick and when to pick them leave 100% for subsequent playtroughs 
    • By AtticTelephone · Posted
      @Fairen's review below is probably bait, but is still utterly wrong.   Anyways, amazing wad. Great visuals that are absolute eye candy and give amazing atmosphere to the maps, challenging gameplay that is incredibly creative and very fun, and great choice in music as well.
    • By Scotty · Posted
      One of the best megawads of all time.
    • By Fairen · Posted
      Sunlust is one of those WADs that aims to be ultra-challenging and hardcore. And like most of those WADs, Sunlust relies entirely on a handful of cheap tricks and gimmicks that very quickly grow old. Many of these maps are spent simply taking out your BFG and holding down the fire button, as the maps often eschew complex encounters based around level design in favour of simply throwing massive hordes of enemies at you. (Naturally, a large number of these hordes consist entirely of revenants.) When Sunlust isn't doing this, it's fond of warping in or opening monster closets directly behind you, trapping you in cramped arenas, and placing hitscanners in cheap locations and overabundance. The problem isn't simply the cheapness of these "challenges" but also their predictability—coupled with unpredictability, ironically enough. You know when the game is going to do something stupid, but you never know exactly what, necessitating trial-and-error to find out where you should be standing at any given time/area, whether or not you need to quickly clear out an encounter or if you can take your time.   Incidentally: Though the map recommends UV only for "ubermensch doom-gods", lower difficulties change almost nothing about how the maps play. You're still having massive hordes throw themselves at you(r BFG), with the only differences being that the hordes are a bit smaller and some of them are replaced with weaker enemies. It's nothing but a difference of "I have to dodge 30 revenant rockets" vs. "I have to dodge 40 revenant rockets".   While it didn't start terribly, Sunlust quickly devolved into a joyless experience, where almost every major fight turns into the same repetitive chore and victory felt less like a result of skill and strategy than "okay, now I know what BS happens here". It's a perfect example of how trying to design a WAD around "challenge!" often overlooks making encounters and levels interesting, unique, or just plain fun.
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