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Mayhem Mansion

   (37 reviews)
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4 Screenshots

About This File

Trailer: youtu.be/khGBUUnrlgE

In early 2013, I watched a video of an obscure FPS game called "Exploding Lips", a game that pretty much made no sense and pretty much sucked. Yet for some reason I liked it anyways, so I decided to make something inspired by the game.

Mayhem Mansion, you explore a haunted mansion full of giant disembodied lips, TV with legs, angry books, and other things trying to kill you for no reason whatsoever, but don't worry because you have your trusty weaponry and magic!

The layout and path is similar to Exploding Lips, but with less backtracking and less "How the fuck was I suppose to figure that out?"-ness.

ENJOY.


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Guest

Unknown date

  
Fantastic. For some reason when I first got into modding I thought Jack101 was kind of...I dunno. But after Beyond Reality, Unhinged, and now this (I love Exploding Lips and the story behind it is utterly insane) really proves he is a darn good modder. 5 out of 5 - Bukkake Windmill. PS: Here's Marphy Black playing the original: watch?v=4svaEkFXcJI

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wildweasel

Unknown date

  
I wish more "joke wads" could be as entertaining as this one was.

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Guest

Unknown date

  
Liked VERY much!

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Guest

Unknown date

  
Enjoyed every moment of this one. Won't be everyone's cup of tea, obviously, but do give it a go if you enjoy some high quality weirdness in your Doom and don't mind puzzley gameplay.

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Darsycho

Unknown date

  
yay the link is broken, completely forgot about changing it. here it is: watch?v=N1YtpYJLH5g

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InfiniteTorture

Unknown date

  
This had me going for a long time, it was really fun.

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Guest

Unknown date

  
by far the weirdest wad I've ever played, wasnt my cup of tea, but some parts were pretty hilarious. 4/5 for amount of talent and time that went into this.

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Guest

Unknown date

  
Really well made!

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Guest

Unknown date

  
It's hard for me to criticize this since most of bad stuff (ugly badly animated sprites, poor visuals, irritating gameplay...) is by all accounts faithful to original Exploding Lips and Jack101 already proved that he is really talented mapper. But... this just isn't at all fun to play or nice to look at. I guess it could be kind of funny, in that weird 70's-80's stoner movie kind of way...

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Guest

Unknown date

  
There is certainly nothing else like this on these archives. Extremely flawed, often frustrating, often makes absolutely no sense. And, in case of this particular TC, that is not a bad thing.

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Guest

Unknown date

  
See, Terry Tards? It is possible to make a funny and enjoyable mod that doesn't involve loud noised and rape implications. If only you poor fucks were smart enough to realize that...

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Guest

Unknown date

  
Well, that was... unique, to say the least.

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kmxexii

Unknown date

  
This is really cool, but it could be so much more bizarre. Embrace the lips, Jack. You know you want to. Don't dream it - be it.

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Guest

Unknown date

  
Barf. This is an acid trip straight out of a third-world casino circa 1975. The walking TVs and reskinned Pinkies are, I am compelled to report, totally Elvis. Don't even get me started on the Rocky Horror Picture Show vibe caused by the damn lips and bizarro-world helicopters. There's also the HUD being a throwback to the computer games of the 1980s, and not in a good way. I mean, I'd rather have a Terry rapefest than this, and that's saying something.

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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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