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Legacy Of Suffering - v1.01

   (226 reviews)
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Classic Doom with a Doom 3 touch! This Update includes some ZDoom members requests as Skippable Intro and biggest cutscene.


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WatermelonPL

  

Large and boring hordes of enemies, respawning enemies, very small maps. Quadruple shotgun is the worst weapon I've ever saw. To kill an imp, you need to shoot 2 shells, and the game won't autoreload it. You need to find a safe place, and reload it. Chaingun takes some time to actually start shooting. Even with auto regenerating health, you still need to use medkits since it takes forever to health to start regenerating (any damage stops it from regenerating)

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DRM-MAN

·

  

Now this wad is sorta conflicting, for one if you suffer from any of the following problems: lack of ammo,regenerating health,the maps,multiple deaths. You can't play doom for shit but the i also have issues with this wad.

 

1. The doom 3 type design disgusts me, mainly because i don't like doom 3 that much

 

2. I hate the painkiller esque moments

 

3. It's unfinished and dead

 

That's all.

 

RATING:3/10

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Argent Agent

  

Pretty awful: uninspired, square layouts; boring, repetitive hordes; bad map design which leads to accidental telefragging by monsters; questionable sound design. Half of the time in a map is spent trying to figure out where to go in the map because the automap does not work and there is little sensible layout of the maps (plus some access points are hidden and difficult to discern). Earns 1 star just because of decent graphics, but that's about all that's decent in this wad.

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The_SloVinator

· Edited by The_SloVinator

  

Awful experience. I'm giving it two stars due to nice visuals & decent map designs but this is where the positives stop.

 

The quadruple shotgun's controls suck. Primary firing mode fires barrels separately while secondary fires all four simultaneously. If ONLY one shell is missing in the shotgun, pressing the secondary button will reload the gun instead of firing the rest three shells inside. Also, firing all four shells with a primary button won't actually reload the weapon. In fact, the game will tell you to reload, so you have to press the secondary fire button just to reload it.

 

Regular shotgun has a huge spread. Heck, no weapon is good at taking enemies down from a distance in this mod.

Pistol is absent & the weapon keys are oddly placed. '2' slot is a regular & super shotgun, '3' is quad shotgun, '4' is a chaingun & chaingun with rocket launcher mounted on it & '5' is a plasma rifle.

Most of the time, I got confused with these buttons & at the worst moments, like places with hordes of enemies, I took quite a punishment for switching weapons nonstop due to the weird design, causing large annoyance.

 

The author stated that it is basically Doom 3 with classic gameplay. Well, I assure you that the mod's amazing ambiance & atmosphere is destroyed by so much enemy spam, cheap moments & strange weapon keys, it's ridiculous. The AI's behavior is also modified. Zombies have sliding attack to surprise you & some new attacks are implemented into enemies. Not a bad thing but combined with the flaws mentioned above...yeah. Not fun.

 

Enemy spam or hordes are usually either frustrating to fight or just plain tedium & borefest. I'm not too keen about the regenerating health but since the gameplay is so poorly designed for the most part, it did help ironically. The way demons teleport is also questionable & there are lots of arena battles. Lots of them.

 

There are some pointless cutscenes & Painkiller soundtrack killed it for me. I like that soundtrack better in the Painkiller itself since the game isn't a horror game.

 

Automap is useless. Nothing is displayed except for the player indicator. The reason for such thing is unknown.

 

 

In conclusion

I don't recommended it. Doom 3 had perfect ambiance & atmosphere, so this could've been amazing fan-made thingy but instead, we got basically salt & sugar mixed together or in this case, horror/ambiance & slaughterfest. They just don't go together.

 

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Cacodemon9000

  

All maps have primitive layout which consist of small rooms and tiny corridors and all look almost exactly the same. Gameplay is too repetitive and tedious. I have nothing against arena shooters and some of them are my favorite, but this is a bad example of implementation of such gameplay type. Everything here is: enter in another small square room and getting swarmed by another pack of monsters and multiple times. Balance is almost nonexistent.  At some points you may completely run out of ammo. Health balance is so terrible so author added health regeneration to compensate it. The only really good thing here is music, which is mostly Painkiller's soundtrack, but it's better to listen to it separately or while playing Painkiller itself.

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leeor_net

  
It's good in a lot of ways but I'm not sure I'm completely in love with the gameplay. I never liked being cornered inexplicably in a small room being attacked by large waves of monsters and I hated Doom 3 for that (though Doom 2016 does it really well). Level design makes sense to me in terms of a military complex. Generally speaking you're not going to get lots of interesting architecture, just something functional and this generally demonstrates that. Nice work.

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Katamori

  
I don't care what people think - it conveys the experience, and in this project, this is the only thing that matters. 5*

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gaspe

  
No. Levels made only of flat square rooms and hallways, with the the addition of zdoom features that don't improve anything. This looks more like Wolf3D rather than Doom. Gameplay is just uninspired shooting galleries, or arenas where you have to fight the same set-ups for 2-3 times in a row. It also fails miserably with the detail and the visuals as there isn't anything really interesting in the levels, other than a lack of character that doesn't make them distinct like this is just one big shitty level.

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Guest

  
Cool level design, awful difficulty curve.

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Guest

  
Great and extremely polished visuals, gameplay that swings between annoying and boring. Two stars purely for amount of work that went into visual presentation.

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Guest

Unknown date

  
The flashy effects were nice and all, but it didn't cover how linear this level set it is. Every level uses the same color texture, and the same design. The hordes of monsters being thrown at me isn't fun. Especially the chaingunners that kill me in eight seconds. 2/5

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Guest

Unknown date

  
Played this wad when it came out, Reloading it and playing through to the finnish this time (episode vii right now). Absolutely 5/5 on this one. The feel/sound of the minigun alone is quite addictive. Did I say *feel*?!? Yes, I did. This mod has an amazing way with weapons. The scripted events were well outside of the Doom norm but somehow Logan pulls it of. Storytelling along side horde-style combat are made to work together here.

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Guest

Unknown date

  
Nice concept, poor execution. The mapping design is uninspired and every map feels and looks the same. Gameplay consists entirely of being locked in a room and killing a wave of monsters. Cutscenes and overall atmosphere don't really add anything to the experience. A Doom mod has to be more than just pretty to be entertaining.

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Guest

Unknown date

  
An angel has bestowed us with a gift.

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Guest

Unknown date

  
Awful level design. Linear rectangle halls and square rooms. The cutscenes are abraisive and get in the way rather than adding anything. Poor ammo/health balancing (regenerating health..), waves of enemies are forced on you, slowing things down. This is Doom Call of Dutified. 2/5 Marc's music is great as usual, however.

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Guest

Unknown date

  
It looks great but the gameplay is very boring and repetitive. 2/5

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Guest

Unknown date

  
This is the best wad in the world. FIVE FUCKING STARS. Download this unless you want to be beheaded. - Moti

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Guest

Unknown date

  
Um, I can't find GZDoom r(635) anywhere cause it doesn't run with the recent version...as for running it on Skulltag, I can't read the tips or anything else because of major pixelation. If any of you guys know how to fix it, should tell me. :P Other than that, this TC's excellent for game play.

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Guest

Unknown date

  
This is just OutFUCKINGstanding! 555/5

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Guest

Unknown date

  
Pretty badass. Credit Doom64 though, considering how many of their sprites you rip off. Doom 3 too. And Slayer, since you have one of their songs on your title screen. Actually, how the hell did you get this hosted here, there are rules against including commercial music or music that wasn't specifically made for your project (all of it). Maps were bland, too much health as it recharges. Ruining the automap and not marking the exits was lame. PK3 file is a total mess. Quad shotgun was fly though. 3.5/5

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Guest

Unknown date

  
pretty good except 4 health regen crap

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Guest

Unknown date

  
Don't have anything to add. I think it was all very well said above. This is easily one of the best wads made in years. 5/5 -BeTaNoL

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Guest

Unknown date

  
This is a masterpiece! Completely different chalenging gameplay with unpredictable traps, interesting storyline with a dark atmosphere. Also, the soundtrack is amazing! We can see the amount of work, considering the new graphics from scratch. This is a definitive contribution to the Doom experience and the community, hope to see more in the future! Don't care about bad criticism, just keep on your talent! ***** - Daniel

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Guest

Unknown date

  
This wad DEFINITELY deserves a cacoward. Logan, you worked 3 years on it hard, pretty much alone. So you deserves those 5 stars :) - Alter.

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Guest

Unknown date

  
This is a doom masterpiece! Fun and intense! You've managed to put together one legendary wad. - DooMAGE 5/5

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  • File Reviews

    • By Mizuki_Jun10 · Posted
      It turned out to be a surprise for me because I didn't expect it to be such a fun level, when he said he wanted a lot of monsters in his level I didn't imagine that amount of monsters, but it was definitely fun.   I consider it a very good map, for its time, for a first map made by him, for a very humble map.   But overall I don't consider it a great or extraordinary experience, I don't see myself revisiting Crusher, but I can't call it Average because what he did is super interesting.   And it's a long level, which I also didn't expect, but to be more precise, the exploration is interesting, the layout was a little diverse, and the action on the map kept me focused and entertained, some rooms had poorly aligned textures and didn't seem to have been looked at at the last minute, which is a bit strange because he said he spent a lot of time developing the map, but I imagine why since at that time there wasn't an "Ultimate DOOM Builder" with automatic texture alignment, or maybe there was one automatic alignment?   And the maze everyone mentioned was annoying, yes I admit it lasted a lot longer than it should have, and I feel like it could have been shortened in Wad's release, it made the level feel longer than it is too, but I don't feel so much that the level it got worse because of it.   The positioning of enemies isn't that great, but they make you take cautious measures at times, but at times I was like... "It could be better..."   But that's it, it's a good level, it hasn't aged well, it could be better, but I feel like it would be unfair to call this level average, it's a level that I enjoyed, did things that weren't that common at the time, and seemed to use of resources that at the time many used wrongly, I don't feel like I wasted my time. I deserve to see more from the mapper.... (If he released something after that of course...)
    • By Mizuki_Jun10 · Posted
      Surprising even, one of the newest community maps out there, 1994, wow, but it's still a bad map, the encounters are interesting, the layout is the most superior aspect here, but it still doesn't support the technical errors that even for 1994 were already guaranteed by the original DOOM maps. Weird textures, lack of variety, lack of a more interesting design than platforms going down or going up in the dark, some moments were really fun like the dark cave itself, but the fun lasts very little, with spaces that are too tight, and a shallow exploration.
    • By Mizuki_Jun10 · Posted
      I love Quake, it's my favorite Shooter, and I totally forgive the lack of detail and technical refinement that Mapper concluded here, but I have to say that even though the map is still recognizable compared to the classic E1M1 from Quake... The map just doesn't have such a refined texturing, a good light variation, and many of the areas don't even carry the classic Quake identity, as the best example: The part where we get the Nailgun, there aren't even monsters and an encounter with Zombiemans in that room , there is very little positive to consider here unfortunately, but it was a bit fun in some parts. Either way, there are a lot of negative things that make it impossible to ignore while playing the level, a horrible map, how sad.
    • By Mizuki_Jun10 · Posted
      Normally I would define these two maps as maps with interesting premises whose execution does not positively complement the result, Chicken.wad has such a simple layout that it is disappointing at first sight, which keeps you at a higher height than Cyberdemons that you They wait in sectors that flash between dark and very light, I can only be direct in saying that although the battle between the Cyberdemons is fun, the map doesn't present you with anything other than that, and it is even impossible to cross the other side of the bridge endless to eliminate the rest of Cyberdemons. Completing Chicken (Even though Chicken doesn't have an exit on his map.).   Let's go to Gangstar.wad, you can see a somewhat open space, different from the previous experience, but with the classic theme of a UAC warehouse style E2M2 from DOOM, but the boxes here are a little distorted? (Perhaps spacetime begged the mappers not to finish the maps so it distorted the map space causing this visual curse.) As much as the open spaces of the map are fun to navigate, the fun is short-lived with several of the structures being distorted. carrying with them ill-adjusted texturing. Clearly a superior map to the previous one, but unfortunately still poor, the repetitiveness of the texturing, plus a bland design and several other missing details, make this map yet another disappointment unfortunately.   The verdict is that both maps are completely disposable, I would love for the mappers to continue with their work after such complicated work, so they would at least be able to build more and improve the quality of their design work.
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