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Lunatic

   (104 reviews)

Guest

9 Screenshots

About This File

The moon's orbit was slowed due to a headon collision with a giant ball of demons. Escape the moon before it crashes into the Earth!

Lunatic includes 5 Boom-format maps for Doom 2. Please play Lunatic with PrBoom+, Zdoom, or Eternity.


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Guest

Unknown date

  
A great little episode with a distinct setting and the quality of level design we've come to expect from Skillsaw. It also doesn't get as difficult as Vanguard, which might be a plus depending on your tastes. Fun stuff! 5/5

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Guest

Unknown date

  
Some good stuff, but it became impossible to advance without cheating. Music was so-so. 3 outta 5.

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Guest

Unknown date

  
cracking map set based on the moon, good mix of outdoor and indoor "tech-style levels" The music ranges from good to cheesy (haha yep map05) The difficulty is hard but pretty standard for modern wads. The last map is exceptionally good with a great concept. Probably a 4.5 star wad but hey I'll round it up to five. - cannonball

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Guest

Unknown date

  
Awesome, a perfect example on how a good classic Boom wad should be. The new enemy was an excellent touch.

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Guest

Unknown date

  
I don't know, its something deadly wrong about this wad. Looks cool, plays OK (if a bit boring), but leaves no trace in soul. I'd say its the case of being "too excellent". 3*

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Guest

Unknown date

  
Really awesome map set. No surprise as it's skillsaw here! I loved the lunar theme and the visuals of each map were executed in a very professional way. The gameplay was definite tough, but I was able to clear each map on UV with after a few tries (thought I beat MAP05 of my first try!). Without a doubt a must-see and must-play map set! -Mek

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Guest

Unknown date

  
Fantastic little level pack. The Tyrian music made me well up with nostalgia.

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Guest

Unknown date

  
Great mapset with an absolutely epic slaughterhouse at the end! Difficulty is fair.

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Guest

Unknown date

  
should have been longer

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Guest

Unknown date

  
should have been longer only 5 maps a shame

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Guest

Unknown date

  
Skillsaw's best work to date, which is saying something! *****

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Lippeth

Unknown date

  
An absolute masterpiece! Brilliantly themed and designed, fun music, action that quickly gets out of hand, and one of the most insane and rewarding endings I've ever experienced from a map set. Save often. 5/5

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Guest

Unknown date

  
Wow, great theme! Most levels played very nicely too. A bit tough but fair final map. 5/5 - Optimus

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Guest

Unknown date

  
Haha... well realised Doom2 sci-fi-ish conversion. The new enemies are ace.

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Guest

Unknown date

  
The first four maps are very good, but the last is an awful, dismal, TERRIBLE level. Who thought a monster flood of that magnitude would be a good idea?

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Guest

Unknown date

  
No doubt, the outdoor area has a great environment. That's what sold me on this wad. But, unfortunately, the maps quickly devolve from a fun, "watch your step" type setup and into relentless, brutal, and tedious traps. And, to boot, there are Nazis (looks like it to me) on the Moon (wtf? this is Doom, not Wolfenstein 3D). 1/5 for a good outdoor environment. And this promising wad is going in my Recycle Bin—what a shame.

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Guest

Unknown date

  
Awesome wad. Music is cool, but couple tracks don't really match the game. Difficulty gets really high really fast. I still haven't beat the last level, I like playing on UltraViolent and I would rather not have to choose HurtMePlenty. Probably impossible on NightMare. *****

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Guest

Unknown date

  
The maps look good, but the gameplay, and music (except for MAP02, which was great) ruined the game. It's obvious that he was more interested in detailing the ceilings of his maps instead of making maps that are fun to fight in, since there are a lot of flat areas in his maps, even in intense combat situations where height variation is needed most. MAP02 had some interesting *horizontal* places you could dodge into to avoid fire in the building, but it wasn't enough to save this map pack. 3/5

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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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