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Temple of the Lizard Men 3

   (52 reviews)
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About This File

The third intallment of the Temple of the Lizard Men series. This is a 32 map wad with many new features. Further information is within the manual. It is recommended that you READ THE MANUAL before playing. Story Below...


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Player Lin

·

  

This is great for those who like story-driving style with multiple player characters(even though just like RotT, not really big differences between characters, male characters are tough and female ones are agile but little weaker) but most of level just small except some levels with big battles, too bad this had some flaws like some levels just very annoying when it's totally dark(however you have flashlights but you can't use weapons when holding that just like original DooM 3, also there are some portable lighter powerup you can picked up, that acts like the DooM's light amplification goggles, too bad they're rare and only for some minutes after used out if you're too slow when walking on levels) and you only have some flares to light your way out, or some places just too narrow for battling monsters, caused poor player character(s) get raped by them because cannot escaped from narrow ways.

 

But if you're not then too bad this is not for you. At least I love this kind of style, but not perfectly so I can only give 4.

 

BTW, the author did updated his mod on March 2015, the Doomworld download still in May 2013. I encounter glitches(some key pedestals just randomly stop working(disappeared) but not sure what's wrong and try to "use" those inv. keys will make that shit happened for sure) with GZDooM 3.7.2 and sadly I'm too late to know(already on Map23 and don't want start all over again) about the updated version but maybe some glitches fixed. Check below of thread in ZDooM forum for latest TotLM3 download.

https://forum.zdoom.org/viewtopic.php?f=19&t=49164

(Yes, it's TotLM 4 thread but the author provided all WADs of TotLM series for download too.)

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Combinebobnt

  
Great unreal gameplay without being a clone. Too bad a lot of the maps are cramped.

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Guest

  
Fantastic,AND beautiful! Thank you!

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Guest

  
Good job!!!!

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Guest

  
This is a VERY beautiful mod.Thanks,Alando!Ho pe there will be a another.

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Guest

Unknown date

  
This is what we need, more original works like this. You deserve at least a Cacoward nominee.

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Guest

Unknown date

  
For those who like this,VERY glad you do.It is 1 of the best wads ever!!!5/5 stars!

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Guest

Unknown date

  
When you see open this wad, you will shit bricks of sure awesomeness. Alandos best release yet.

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Guest

Unknown date

  
Absolutely fucking incredible, a little big but thats okay.

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Guest

Unknown date

  
The most stunning wad I have ever witnessed in my life. Beats the living shit out of Alien Vendetta, Requiem and the Memento Moris combined.

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Guest

Unknown date

  
extremely weeldone * 3 ;-D, I played it in GZDOOM and it was superb. Regards Bjarne

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Guest

Unknown date

  
Very funny gameplay. Best episode of the series.

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Untamed64

Unknown date

  
I smell a Cacoward nominee.. Very Well Done

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Guest

Unknown date

  
GREAT WAD

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Guest

Unknown date

  
This TC is basically a hybrid between Doom and Unreal. HOWEVER, it lacks qualities of both games: it has neither Unreal's evocative atmosphere and sense of wonder, nor Doom's gameplay and design. Level design isn't nearly as good as that of Unreal and that of it's more well known fan made campaigns. It's mostly simplistic, cramped, claustrophobic. Unreal was NEVER that, not even in mostly indoors levels set in temples or spaceships. Three stars for the effort.

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VylePhinder

Unknown date

  
Fucking epic! Best one yet, and that's saying ALOT! 5/5

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Pavera

Unknown date

  
it's full of level design choices that I disagree with, but I do like the art and resources used. 3 beards

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insanoflex312

Unknown date

  
Boring at first, and frankly, boring near the end. The features are interesting, but overall it fails. 2/5

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Guest

Unknown date

  
Longest and most ambitious part of the "Lizard Men" series, and also by far the best. Definite recommendation 5/5

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Guest

Unknown date

  
very good looking - but incredibly boring gameplay. 3/5

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chesse20

Unknown date

  
you didnt add compability for zandronum :C

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Guest

Unknown date

  
simply awesome

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NuMetalManiak

Unknown date · Edited by NuMetalManiak

  

this is pretty damn awesome for a full ZDoom megawad/TC. at least on its own merit, a full megawad that feels like a temple crawler with several nasty lizards and loads of other nasty baddies, with new weapons to balance out things.

 

the semi-auto shotgun is great for basically everything, while the SSG is just pretty standard. the sniper rifle isn't too good, and neither is the big missile launcher (only six missiles to use). the serpent staff is pretty good, remember there's a good alt-fire on it. levels are linear and actually aren't too bad to roll through.

 

major issues with this set, first of all, lots of places are just pitch black, which I'm certainly not a fan of. also I can confirm the problems from Player Lin's link above, which actually DIDN'T happen on the original download link. apparently accidently shooting some of the key pedestals causes them to disappear. and using the inventory keys in the inventory actually REMOVES them, which is very bad. I actually recommend downloading the link from here, the only thing you'll miss is a brand new MAP21. still though, this was quite an ambitous piece of work.

 

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Guest

Unknown date

  
Of course it's awsome!

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Guest

Unknown date

  
If you can't say this is a masterpiece then there is something wrong with your brain.

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  • File Reviews

    • By rd. · Posted
      50 Shades of Graytall is a seemingly improbable success of a project that was born when Gez I believe jokingly suggested a texture theme composed of a pair of Doom 2's awkward misfits -- GRAYTALL and FIREBLU -- and a texture designed for basically one purpose (it's in the name): DOORTRAK. And then miraculously, Someone actually did it.    Naturally its restrictions would seem to consign it to the garbage bin, but it worked out very well, becoming a darling of the community (but not of livestreams).     Part of the reason 50 Shades of Gray worked so well visually was that despite the apparent memeiness of the theme, the chosen assets complemented each other quite snugly. GRAYTALL, with its obnoxious off-center red strip and that ugly arrow-like splotch, is tricky to get a handle on as a mapper, but with some anger effort spent on alignment, it gives you pretty red borders, either around the original gray core or freestanding, with can be fit to planes of arbitrary width. FIREBLU is an eyesore embodied, but with its purple-blue scheme, it comports well with the red strip of GRAYTALL -- in big picture terms, it functions as a splash of color among the other two desaturated materials. DOORTRAK is a crime painted '90s style over vast surfaces, but over sleekly shaped smaller ones it's not so bad, and something about being the only dark texture means that eventually your mind starts to perceive it as shade and contrast itself, rather than "this ugly thing customarily used for doors."       Add a very pretty primary skybox -- all inky blue and pink-tinged splotches, all stars and comets and nebulas in a spacebound sky -- that is fittingly sort of a "serious" take on FIREBLU in spirit. Add each mapper's ability to choose one texture to use for floor and ceiling (usually ones that meshed with the texture theme in some way). In the end, the working materials were ultimately quite harmonious in their minimalism.     The project head Marcaek was also picky about what maps he accepted, sending rougher work back to the drawing board or in some cases serving up outright rejections (especially to work sent in batches by one particular person who likes to chuck lower-effort maps at every community project within earshot). That makes him kind of the bad guy, some might argue, but strict QC is often a necessary evil for ensuring quality with open submissions.    Handed all of these elements with few defined rules or instructions for making it all work, the varied cast of mappers (which, looking at the roster again, has a suspiciously high number of "big names") did their own thing, in different ways, which was the final element of the magic gluing it together.       The typical 50 Shades map is fairly short and to the point, almost as if motivated to end before your eyes started yelling about the overexposure to FIREBLU, but of course Mechadon threw a curveball by being himself, with a long odyssey that is honestly little different from his usual sprawling feat of relentlessly intertwining architecture and crazy interlocking angles, just with these textures instead. There are abstract little gameplay-oriented maps that focus on punchy, kinetic action in varying molds -- pistol-and-shotgun pecking early, a brief and hyperviolent BFG romp late, and every degree in between. Some mappers attempted to reach into other dimensions entirely, fashioning surrealistic art pieces that compensated for the narrow palette by concocting something out of nothing -- as with Dobu's exploiting negative space in the form of invisible sectors, and NoisyVelvet being, "Hey, HOMs are a texture too!" Of course there were crates. Contrasting the natural lean towards abstraction is a bit of stubbornly playful representation: castles, faces, giant stick figures crafted out of sectors.   In sum, it's good shit.   
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      Amazing episode, some custom decorations and good care to lights and shadows. I like how he uses the playing space (wide corridors) and how it affects the combat. Despite her beautiful voice, you gotta kill her. Burning trees.
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