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Brotherhood of Ruin: The Lost Temple

   (35 reviews)
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About This File

A Large single map for DOOM2, taking place in an ancient temple complex swarming with hellspawn. Occasional switchhunt might occur as the map isn't very linear. Be warned and pay attention to the surroundings of the map. ;)


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Player Lin

  

It's really a nice map with great atmosphere like adventuring. But I think the BFG-Spidermastermind(called spider-demolisher?) fight just unfair...maybe it's hard because I didn't found BFG9000(I see that, but don't know how to get it even I checked this map with SLADE3 and that's not count as secret so I don't care anymore), or I just use wrong tactics...I can avoided its BFG shot but not nasty bullets, I think the 3 Bruiser Demons are already hard enough and yes I found invincible sphere but that's I already killed the nasty spider-demolisher, and it's still not enough.

 

When the level really plays well with its great atmosphere and gameplay, I still give 4 because above flaw. Instant-kill lava already told to player, if checked the readme so no excuse to complain that and only a section with that may annoying but I don't think it's too hard to go through.   4/5

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Balmungmp5

  

really enjoyed the map until getting to areas past the cyberdemon encounter. everything up to then was paced great. After this point, there are just one too many setpiece events. All of the extra bits after the super spider could have been left out, and I think the map would have benefited greatly from it. 

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Dynamo

  
It is you who is the dumbass because jump and crouch is not meant to be enabled for this map. If you want it so badly, either enable it via console or simply edit the mapinfo.txt to re-enable them. As for the wad itself, it deserves 5 stars solely for being the long awaited follow up to ruinbros, but on zdoom as well?? 10/5 :P

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doomedwarrior1981

  
Really great level I will admit to cheating towards the end cause I hate cyberdemons and have not quite learned how to fight them without god mode yet. Loved the new monsters towards the end as well. Ignore the idiot who says Zdoom is a sick toy for children I bet he never designed a level in his life or he is one of those annoying when I was your age we didn't have slopes grumpy old Doom grognards. Zdoom is awesome so suck it.

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Guest

  
That view of the pyramid from across the ledge is unforgettable! Wouldn't be surprised if I saw it in my sleep. The map really is prety hard, excellent monster placement. 5/5

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Guest

  
Just downloaded and played this.It is one of the good maps,and well worth playing.5/5

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Krazov

  
Nice. It was rather quite linear for me, not that I mind. Very crafty. Modified spiderdemon was pretty heavy. And used almost all of my ammo. I killed cacos with berserk'd fists, but after that I had to IDKFA. But maybe I'm far from being a skillful player. Nevertheless, it was fun.

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Guest

Unknown date

  
Mighty fine map. One for the personal archive.-5*

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Guest

Unknown date

  
Enjoyed it very much.Good work!

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killer2

Unknown date

  
Pretty neat map. Nice architecture and good gameplay. Pretty neat use of new monsters as well, although the first bruiserdemon does seem kind of out of place. Also, I noticed a HOM, but it was a really small one. 4.5/5

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Guest

Unknown date

  
Nice, atmospheric map! 4 star.

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Guest

Unknown date

  
horror...little bit not enough armo but excellent!

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Guest

Unknown date

  
Beautiful map! Atmosphere and gameplay was great. Surpassed my skill level at the end on "Hurt Me Plenty" but then that's not hard to do *ahem*. Enjoyed it!

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Zalewa

Unknown date

  
Extremely good WAD. It's well done in every aspect. 5 stars.

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Guest

Unknown date

  
Great!!! Kinda slow downs here but I don't know, maybe because I played with brutal doom. 4/5 - Optimus

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Guest

Unknown date

  
very good one

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Bandwart

Unknown date

  
Very good level design with unique atmosphere and good architecture, I liked the monster placement as well, keep it up!

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pcorf

Unknown date

  
Brilliant map. No question about it. Starts off easy but gets harder towards the end. The architecture and atmosphere is top notch and the usage of slopes is remarkable, especially in that lava cave. Very realistic, atmospheric and beautiful in many senses.

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Guest

Unknown date

  
Good level but taking it down to a four star because of the very, very annoying insta-kill lava, which I fell into when trying to speed past the revenants and shit. I also ran completely out of ammo for every weapon in the final fight with the baron-like mobs (On UV Difficulty). Definitely worth playing!

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Katamori

Unknown date

  
Not so detailed but gameplay is perfectly OK! 4.5/5 - Katamori

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CorSair

Unknown date

  
Excellent quality in architecture, level design and gameplay.

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Guest

Unknown date

  
Great looking slopes? Yes. But I don't want to replay this, just because zdoom itself is a sick toy for children. Better I will go and play original BR in true doom port once more time.

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  • File Reviews

    • By Roofi · Posted
      Very decent map from 1995. As previous comments said, it looks like a workplace with two floors tons of openable doors.   The gameplay is very classic but very enjoyable. The progression may be quite confusing, especially about finding the yellow key which was hidden in a little compartment as if it was a secret. However , discovering each room was a pretty exciting experience.    Also this level has a cool sense of place. I really like the idea of creating "elevators" by using teleporters as well as the partially demolished 2nd floor.    Despite being an easy level, some traps may kill you like the surprise monster closet with barons near the author's signature located at the beginning.   Aesthetics are ok but I really enjoyed the use of light gradiants in some corridors , they make the stock textures look a lot better !
    • By Argenteo · Posted
      Hunting for those letters reminds me of Star Force, that alone makes the set memorable. Cute midis, some custom textures and fun gameplay. Maybe it was the first episode replacement I played. Long ago. :)
    • 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.   
    • By Argenteo · Posted
      Dario Casali siege-carnage adventure. There's maybe a thousand monsters in here, so better find those weapons and start to think how to digest it all. Watch out for those nazi ghost. Built time about two. Funny.
    • By Yandere_Doomer · Posted
      The level design is absolutely great! i love how it makes you genuinely feel like you are in a building the whole time..   For some reason this wad gives me a Die Hard vibe [probably the whole "Go down a building" Motif... now all we need is a demonic Hans and we are all set]   but yeah.. great wad overall...
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