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LOSTTOMB (The Discovery) v. 1.2

   (7 reviews)
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Once again using my patented secret doom-building recipez from hEll...


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Walter confetti

  

"Aah, that hurts!" It hurts indeed, annoying (movie?) sound clip used for player pain, it hurts a lot.

This map is not that atrociously bad, actually. Layout is nice and pretty open, and the "throne" room (without a throne) is the best part of the level, but unluckily there's this teleport crazy thing that runs troughs the various sections of the... castle? Tomb? I see more some kind of castle theme here, but i digress, let's return on topic.

Ok, there is this teleport travel stuff all around the map that join together the various sections of the map, at the first time it works fine and it's a pretty cool thing, but then things starts to going crazy after you reach the yellow key door (that is, for some reason, hidden from a computer panel and the switch to reach it is hidden too in a alcove that i had to noclip for reach it) and the teleport in the middle of the rooms that randomly spawns you in some random place, and this by touching a complete random teleport line. Wonderful, you don't have the idea. Also, after taking the red key, i've been stuck for quit a long in the already mentioned "throne room" and i had to cheat for finding my way by noclipping almost half of the map. Gameplay is not hard, but... this thing is unforgiving with you. Forget to take the computer map in the cyb's cage? Forgive even to proceed in the damn map! Miss a switch, a teleport line, anything? Game over, man. Also the thing placement looks like is all around the place sometimes, but that's a (really bad) habit of old time maps...

Also, is most probably me that i missed out something, but this map have a exit? I didn't find out in any way!

Ah yes, the sound effects are mental, this weird ass shit turns you crazy, if not the bad choices with teleport sections didn't it already. Top class. Also, it uses somes of the zombie voices from Eternal Doom (and before that Laura Bayer)? Ok....

 

In short: a pretty forgettable 1994 map expect for a pair of locations with some of the ugliest sound effects you can ever heard.

 

Spoiler

Why for these 2 stars reviews i write down the "War and Peace" of doom level reviews?

 

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cs99cjb

Unknown date

  
The only notable things about this highly linear map of unknown size are the TERRIBLE sound effects and The Terminator music. Almost unplayable but I persevered until I rage-quit during some kind of jumping puzzle that involved repeatedly falling into nukeage from a rising platform. There are only so many times I can bear to hear "Aah that hurts".

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Guest

Unknown date

  
This map is dated 3/28/96. It consists of square/rectangular rooms with varying themes and amounts of detail. It has annoying sound effects; if you kill a Baron of Hell, he sings. Not worth playing, especially today.

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Guest

Unknown date

  
Bad design, bad sound effects. Looks imho more like an experiment than a serious level. 1/5 - R1D

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Guest

Unknown date

  
The mapping is a 1995 style. Boxy rooms with adequate detail. There are no bugs that I saw. The sounds were not needed as they are way too annoying. Overall, this wad looks like it was made in the 95' area. 3/5.

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Guest

Unknown date

  
Every bit as bad as 1994/95 WADs are often said to be. What the hell were people thinking? Unless you enjoy crappy wads, 1/5 for the effort. - ZZ

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  • File Reviews

    • By rdwpa · Posted
      2.5/5   Core combat is a strength. It's brisk and easy, and you'll be using the SSG to double-kill imps, pellet-slap mancubi's bellies, and get a firm grip on boners in your area. Apart from that, I found the experience lacking. Visuals, though okay, suffer from alignment issues. Wandering back to the exit door, far from its requisite key, accounted for a good chunk of my five minutes playing. 
    • By rdwpa · Posted
      Lakeside might also be named Loopside: every major area appears on your itinerary no less than twice, no backtracking. Don't want to pick off cliff imps in the start area? Pouring bullets into a fatso too slow? Ignore those Bezos. Come back with a bigger weapon.   Though the whole arsenal minus the BFG appears at some point, I ended up replaying this and restricting my options to the berserk fist and the carefully rationed plasma rifle. Naturally that implies a lot of punching, with the motley cast -- 89 monsters, many punchable, many not -- offering a slate of tricky, fun Tyson challenges. To get a max this way, navigating a pair of hectic infight-baiting scenarios is pretty much mandatory. I loved it. It makes good pugilistic practice. There is even a {spoiler}demon to fist.   This is a speedmap, also a positive! Speedmaps have two big traps to avoid: the first is outright sucking, the second is having no ideas and half-baked content. Once they do both, I usually like them.
    • By rdwpa · Posted
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    • By MuratMikal · Posted
      Played at UV with keyboard only (as I always do). EPIC II is a very good megawad with challenging gameplay and very beautiful textures. After MAP 19 there're a lot of tough encounters, mostly with wave of chaingunners and cyberdemons in tight spots as well as frequent usage of archvile in all maps (with MAP 29 having 87 archviles at UV!).Thankfully the author gives enough ammo and powerups to deal with them, so it's fair game. However, a complain I have is in 3 or so maps the author uses teleporting cyberdemon to create artificial difficult to the player and in my opinion it's dumb enough to warrant the loss 0.5 less star. My final score is 4.5/5, but doomworld rating system doesn't allow this so I'm gonna rate it 5 stars. I will certainly replay this one and would recommend UV difficult only for advanced players.
    • By silentzorah · Posted
      Solid wad with a purple color scheme and new enemies.  Music choices are enjoyable, difficulty starts off low and ramps up considerably towards the end.  MAP07's end was a total beef wall, though.  Make sure you find all the secrets in that one if you want to stand a chance.   All around, no bad maps in this wad.  Four stars.
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