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Doom: The Lost Episode

   (119 reviews)
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About This File

A semi-official 5th episode for The Ultimate Doom.

This project's aim is to bring the official and relatively obscure console-exclusive maps together in a single playable episode. Maps consist of levels from PSXDoom, Jaguar Doom, and the Doom Alphas, re-mastered in a surreal yet fitting "neo-classic" style.

Great effort has been made to preserve the flow of the existing playable maps (PSX maps mostly), though a few in particular are heavily modified for purposes of gameplay or aesthetics. The Alpha maps in particular have changed drastically, but only for the purpose of "completing" what was originally an unfinished map. There is also one mostly-original map, though it does bear some striking similarities to Spawning Vats.

Though many oldschool doomers may not view earlier renditions of these maps (i.e. Kaiser's excellent Consoledoom.wad) as "canon" in the Doom universe, this project is designed specifically to preserve the look and feel of these maps in a format that will sit side-by-side with the original four iD episodes. We hope you will view this project as not just an add-on episode, but the fifth chapter in the Ultimate Doom universe.

Prepare for Evil Unleashed.


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Guest

Unknown date

  
Launched gzdoom, saw the first room, quit. 0/5

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Doomkid

Unknown date

  
A great concept with not-so-good execution. You people giving this 0 stars are way too harsh - The effort is there, and this isn't garbage. I don't think naming it the "Lost Episode" was intended in a pretentious way. Still, these are underwhelming, and the custom graphics aren't amazing. I want to give this 2.5 stars.

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Guest

Unknown date

  
Perhaps it wasn't as great as it should have been, but at least it is not as terrible as some reviews try and make it sound. Those with a taste for the bizarre will get a kick out of a few maps, but the alleged PSX map remakes don't stack up to the quality of the rest. A mixed bag, but a solid one at that. Worth a playthrough. -Zero Prophet

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Guest

Unknown date

  
Sooooo... Eye-searingly ugly and pretty boring original maps, straight-up ports of the PS1 maps The Mansion, Twilight Descends, and The Marshes, and you went and linedef-whored Threshold Of Pain? Am disappoint. Some high points? I kind of like the music, not to mention the sky and intermission background is pretty cool, but by and large, this is pretty much a turd. 2/5, Ceeb

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Guest

Unknown date

  
The levels were mostly OK but I didn't like too the inclusion of D2 monsters into UD. I know the story is supposed to be after UD E4 and before D2 but I don't think there should be D2 monsters into this! Anyway the levels difficulty is mostly easy, even if I played at UV, it was still easy. I only died once (in E5M8 because of two damn archviles attacked at same time) but everything else was pretty straightforward. Could have used a new boss instead of reusing Spider Mastermind again. 4/5 -Doomer95

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Guest

Unknown date

  
4/5 - I sympathize with those that dislike the objectionable elements here but I find the WAD to be a nice collection of strange Doom 2 maps. The only segment I outright dislike is the end of E5M7 which gets too hectic for my taste. My favorite is E5M4 - to me, an acceptable straining of tension, waiting for the moment when all hell breaks loose. E5M1 is odd, to be sure, but not the vile hellspawn it's made out to be. - KMX E XII

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Guest

Unknown date

  
I love it. NT

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Guest

Unknown date

  
It's just about bearable but since I played PSX Doom so many times in the good old days, I'm a bit disappointed that some of them were converted to use with this. It's a bit lazy, it includes Doom 2 monsters (which I'm certain you aren't allowed to actually do) and a couple of the maps look like they should be in a jokewad. I'm sorry, but it's not for me.

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Guest

Unknown date

  
Other than the bugged Spidermastermind in E5M8 it was a pretty solid and fun wad.

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Guest

Unknown date

  
Absolutely a horrible sham that destroyed original concepts and wrecked source material. Terrible map errors... some really amateur mistakes. I'll never play this garbage again. 0/5

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Guest

Unknown date

  
First level wasn't a good impression to start off with, and the inclusion of Doom 2 monsters makes this feel very odd (not to mention, it just doesn't make it 'feel' like Ultimate Doom). I managed to get up to map 4, but quit after getting bombed by a Revenant while running away from a horde of Imps and a Baron. I guess it could have been better, but I'm giving it a 3 of 5.

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Guest

Unknown date

  
the first level confused me a bit in terms of design, but the menus and ending were stunning. 5 just for the menus.

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Guest

Unknown date

  
another attempt to include Alpha content in a modern wad...if only ID saw fit to release ALL of the Doom alphas instead of 3 of them...there's still a lot of Unanswered questions and levels. -DZombie

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Guest

Unknown date

  
Yeah what the other reviewer said, took one look at this in GZDooM and quit. The layout felt wacky and just weird all together. 1 star for effort, but didn't fit my taste. PSX DooM is better then this wad.

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Guest

Unknown date

  
Now that was a strange set of levels. Feeling strange, oldschool but partially modern also. Had a few rather hard moments and I was suprised to find such a lot of Doom2 monsters and SSG in a UltDoom wad. Levels were also different in style. At all I quite liked it. Though it had a few flaws (jump or not? crusher on e5m9 and others). 3,5/5

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Guest

Unknown date

  
I'm only giving it three stars because it helped me figure out how to add more episodes and levels through code.

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Guest

Unknown date

  
not bad but ugly and naughty and WTF: '5 just for the menus'? the 'which episode' menu lol (yeah i know he means intermission screens)

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Guest

Unknown date

  
This new version contains a fixed EMAPINFO lump which enables you to exit from E5M5 while playing in Eternity. Thanks to the uploader for fixing! - Quasar

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Guest

Unknown date

  
Well, I liked it, I liked it, but you really raped Tom Hall's design with hellish/paranormal theme. E5M4 is to confusing, even if I know the original map from DOOM Alpha 0.4 .

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Blastfrog

Unknown date

  
The overly negative comments confuse me. I get that this WAD isn't everybody's cup of tea, but it's highly polished with a lot of effort put into it. I'll admit that Logos Anomaly and the Arch-vile sprite edits put me off a bit, but overall, I found this to be an incredibly enjoyable experience. I especially like the inclusion of other Bobby Prince music not found in the Doom games.

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Guest

Unknown date

  
i had so much fun with this episode! i don't think it's that perfect but deserves 4*/5 for effort and is worth to download! DOWNLOAD DOWNLOAD DOWNLOAD NOW!

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Guest

Unknown date

  
it is a little bit meh, felt more like a doom2 map from 04 and 05 and early days of zdoom, e5m1 looks like a bad trip

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Guest

Unknown date

  
I enjoyed it. 5/5 Haters gonna hate!

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Guest

Unknown date

  
Why all the bashing reviews? There is nothing wrong with this wad! Everything is credited and it's mentioned when source material wad modified. All levels play well as far as I'm concerned (maybe except the first) and it's a welcome addition of the most common console-exclusive maps to the PC (still no Hell Gate though!). It's also one of the only UDoom wads to add Doom II content, and it uses it fine too. I wouldn't call it E5 of Doom but it's definitely worth it.

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Guest

Unknown date

  
Doing everything wrong.

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  • File Reviews

    • By Ofisil · Posted
      Very inconsistent everywhere you look, from the overall feel of the megawad, to each individual level. The balance is all over the place, leading to levels having uber-easy regions mixed with insanely challenging, trial-and-error ambushes. The exploration is very hit and miss, mostly leaning towards miss. A couple of interesting places, but the wad just isn't that fun, even for those who have a high tolerance for old wads like me.    
    • By Havoc Crow · Posted
      An example of how not to make a map. Lots of ugly rooms filled with same types of enemies. The blue key room in particular has about ten hell knights and barons trapped on pillars, and you have only a super shotgun to fight them; thankfully, what _would_ have been a mind-numbingly boring fight is skippable because the blue key is right there for you to take. Errors large and small abound, such as the pass-through metal bars or the clumsy approach to detailing and shading.
      New music, in the form of a bad-sounding midi which barely has any rhythm.
    • By Havoc Crow · Posted
      Finished within 4 minutes or so A 2016 re-release of a 1994 level. The text file warns: "Bad, really bad 1994 quality", and is right; there's nothing whatsoever interesting about this level -- you enter one flat room after another and shoot at haphazardly spread out monsters. There is an "invisible teleporter" gimmick which, however, I have barely noticed in my playthrough. The exit isn't even hidden or locked in any way, and can be easily stumbled into accidentally. There's nothing to say.
    • By Havoc Crow · Posted
      The map feels very linear throughout, with you basically doing one thing in each room and moving on to the next. The rooms are very varied though, and there is actually something pleasant to uncovering the successive areas. There are some puzzles, one of which involves illusionary walls, with a zombie shooting at you from "nowhere" being the only hint; this is a clever puzzle but it could ruin the map if the player accidentally kills the zombie early and gets stuck. The spiderdemon hall near the end contains what is either a glitch or a really annoying "trick": columns that seem safe at first, but actually don't shield you from the spider's gunfire at all.   Almost finished, ~20 minutes; died to the spiderdemon.
    • By Havoc Crow · Posted
      (MAP03 review only)   Finished, ~20 minutes Yet another map which drops the ball in terms of difficulty. Health is provided in extreme abundance, and even when heftier enemies show up, their attacks are easy to dodge in the huge arenas (even the cyberdemon/spiderdemon fight at the end provides such ample cover that you need almost to be _trying_ to die -- as, uh, has happened to me). I've once read that, with the advent of modern source ports which streamlined mouse aiming, older Doom levels suddenly became very easy; this would explain why so many of these mid-90's maps feel so strangely unchallenging...
      The area beyond the yellow key door offers a more interesting fight, what with the corridor filled with lost souls. However, the map quickly loses momentum after that, wasting the player's time with the pointless room of six teleporters, which all turn out to lead to identical closets with medikits. Turns out, that room is just a red herring; the real way to progress is to open a door indistinguishable from a wall. Annoyingly, having to hump the walls to find the hidden door happens several times throughout the map.
      Powerups are scattered haphazardly, including a pointless invulnerability sphere, numerous invisibility spheres despite the total lack of hitscanner enemies (this is another 90's thing, it seems; did the people back then _really_ think invisibility spheres helped against projectile-throwing demons?), and a light-amplification visor despite a lack of dark areas where it'd be useful.
      The map topology is as basic as it gets: a small starting room with four doors, one initially open and three locked with keys, each door leading to a totally separate area housing the key to the next door over. Each area is distinct visually, although there's a lot of simplistic-looking, overly large rooms. There's fairly little interconnection between individual rooms within each area; mostly you just progress from room to room, and things like windows are rare. The map suffers from "symmetry syndrome", where the mapper goes out of his way to make every room symmetrical, without thinking if it improves the room or not (example: in the red door area, there's a side room housing an irritating slow-moving lift, not worth visiting except to get 100% kills... and this side room of course gets dutifully duplicated on the other side of the area).
      There is custom music in the form of a rock midi, not particularly well-made, but not overly grating either.
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