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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

  
all of the levels sucked. if you want to play psx levels in this god awful episode then go play PSX DOOM or something else thats better than this piece of shit!, in E5M8 i swear they make the barons more stronger and there is a shit ton of enemies example - imps,revenants,zombi es, and mancubus... there are way to many... and plus with the pedo looking arch-viles... god..., and E5M1... just look at the first room it looks like what would happen if you were on acid or cocaine... DON'T DO DRUGS KIDS!!! :3

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Alfonzo

Unknown date

  
The dynamic and surreal ugliness that pervades much of this mapset is bound to divide opinion, but I can't deny that it draws out a strange sense of nostalgia in me, and paints a unique location and atmosphere. The second half is largely untouched by the same visual approach, however, and the mapset's identity feels a little less concusive as a result. A fine source of inspiration and a fun (if peculiar) romp. [3.5]*

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Guest

Unknown date

  
I didn't like this wad at all. How this explosion in a paint factory could be called oldschool is beyond me. The backgrounds are garish and distracting, the level design is just plain awful. This one should have stayed lost. One solitary star.

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Guest

Unknown date

  
c'mon, at least 4 stars!!!! this wad deserves more!

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Guest

Unknown date

  
Wow nice. Sometimes the monster usage didn't stand out but overall a great addition. I really liked the description of the ending.

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Guest

Unknown date

  
I remember playing this a few months ago when it was posted on the ZDoom forums... Magnificent work. I love how it still has the old feel and has all of the Doom 2 monsters included in them. Last map was definitely awesome. A must have for every oldschooler! 5/5 - Moti

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Guest

Unknown date

  
E5M8 actually has an exit. Hard to find though. Great wad in my taste. 3/5

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Guest

Unknown date

  
Is this meant to be a joke or a serious effort? I can not tell in all honesty.

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Guest

Unknown date

  
I like the unique design of the first level. Although it's a bit confusing. Later levels get less confusing. 4/5 - Optimus

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Guest

Unknown date

  
I don't get the negative comments. It's not meant a magnum opus, and wasn't hyped up to be. Take it for what it is, "official and relatively obscure console-exclusive maps". The textfile saying "fifth chapter in the Ultimate Doom universe", I've seen many wads with claims like this. As for this comment: "There's a reason these levels were not included in the original Doom", applying to the alpha levels I can understand, but it's a moot point to say "id didn't like them, so I don't either"

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Guest

Unknown date

  
A great "neo-classical" style wad (as described in the text) that no fan of oldschool should miss. I love the art direction and the gameplay is great. Nice to see the old "lost" maps getting the treatment they deserve. Quit reading this and go play it! *****

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Guest

Unknown date

  
Very cool

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Guest

Unknown date

  
I thought this had some potential, but it fell flat on its face. It feels nothing like an official fifth episode, and the theme of the episode just doesn't work for me. The maps taken from the Jaguar version are as good as ever, and even had some tiny improvements in terms of layout and texturing, but overall I didn't like this.

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Guest

Unknown date

  
Good stuff, the level design really felt like what I would imagine a 5th episode to be, the Arch Vile edit was a bit iffy, but otherwise the wad is good. 4/5

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Guest

Unknown date

  
Very strongly disliked it. It just does most things wrong, was ugly as sin half of the time, and played badly most of it. 1* for effort and completeness, another one for the odd good bit.

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Guest

Unknown date

  
I remember playing and disliking this back when it came out. I saw a link to it recently and decided to give it another go - still awful. The only good parts are the parts that are copied directly from the base maps. With the exception of the ones taken from the alphas, these maps were already competently designed and textured, and the "enhancements" made here are just insulting. I like the concept of this episode but the execution is horrible.

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Guest

Unknown date

  
It's an interesting experiment in creating a 5th episode for the Ultimate Doom. But my main problem with it is that it's way too damn stingy with ammunition and medkits! Fighting Revenants, Cacodemons and Mancubi with a chainsaw and 5% health is not fun or challenging, it's infuriating. Despite that, it's got a couple good levels and is almost mandatory if you've never played any of the Console-exclusive Doom levels.

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Guest

Unknown date

  
Interesting and surreal stuff. While I can see people accidentally seeing this as a jokewad, that does not give them an excuse to skim through it and shrug it off. The gameplay is pretty solid and there's good design and architecture throughout, plus the music sounds great on Yamaha XG. 5/5 -infurnus

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Guest

Unknown date

  
5 stars just for creeping my psyche. ~Cson

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Guest

Unknown date

  
Not worth much. Most maps are painful to look at with ugly texturing/godawful geometry. E5M1's enough to put you off playing the rest by aesthetics alone (never mind the bullshit cryptic secrets), but those who attempt to push on will probably be disappointed; a mash of lazy, hacked-up console maps and Alpha expansions. With the team assembled in creating this mess I expected more than a random assortment of bits of crap. One plus? Despite looking like a torn asshole, E5M8 was at least a challenge. 2

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Guest

Unknown date

  
Many textures don’t fit together, so it looks strange and a bit crappy like 32InchNails, but nevertheless the wad is ok. 3/5, average... Hey Xaser, why not make a sequel to TurboCharged ARCADE? This would be awesome, because this is your best work!

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Guest

Unknown date

  
good design, but gameplay not as good as in original doom episodes. Also, this lost episode have more doom2 spirit to it than doom1. 3/5

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Guest

Unknown date

  
The first room made me puke and for me it didn't really get better from there... 2 Stars for trying and the pretty nice intermission map.

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Guest

Unknown date

  
E5M1 was bizarre; the rest was OK, but ultimately not that great.

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Guest

Unknown date

  
Having played PS Doom for 10 years, I'm a massive fan of this level set. The use of the Doom II resources was a little weird, and if it were me I'd have left them out personally. But this is still a great set of levels, Caroll Street Station has to be one of the most bizarre yet enjoyable levels I have ever played. Also, the last level was a bitch to beat. It took me a solid 2 hours of constant reloads, but once I did it, I felt like a king. Thanks for making this, truly epic stuff. 5 stars. - Reevys

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  • File Reviews

    • By Ranger Qwerty · Posted
      I like the part where I pay for the numerous murders I committed by getting beaten up by either a Mancubus or an Arachnotron, it changed my outlook on Monster Priority. Thank you "Problematic" Revenant #7, I have yet to find a way to repay him.
    • By z34chris · Posted
      A playable map.  This wad is very representative of the 1994-1996 time period of new mappers creations.  There is enough ammo and health if you play conservatively and utilize monster in-fighting.
    • 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.
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