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Lost maps

   (58 reviews)
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9 Screenshots

About This File

Putting here all the unofficial maps I've made so far(they were either made randomly and accidently, some were made for a show off, some were rejected, some are just birthday maps and so. STORY:The arch-vile responsible of the four sins is teleporting you quite a while, show him that you're too tough to get in a fight with.


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Count651

  

I genuinely like joe-ilya's maps. Maybe its because they don't try to be what everyone on Doomworld wants to make, which is hyper-detailed stupidly hard maps. These maps have a classic 90s charm to em. They honestly don't look bad at all and they play pretty well. One complaint I have is that the epilogue maps are a little weird and unnecessary.

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Tritnew

  
Looks very surreal, the texutre placements are kind of weird and not all that compelling. But hey, the megaWAD has it's moments, and doesn't deserve the HUGE amount of complete flak it gets.

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AnonimVio

  
meh

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Guest

  
Wow i didnt knew that you can do maps :P, The style looks ok in the 90's age but today thats just a lot of amateur maps, missalinged textures and texture placement in some senseless part of the maps,however i like the way of the gameplay, pretty funny in my opinion. With some practice, you can do a good remake of those maps, you have a potential inside, just you need to show it. Oh! and for those haters can suck his dick! You did a mark in doom world and not everyone does this everyday. Rating: 3/5

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GuyRagetobia

  
why did i play this

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Cell

  
Nothing beautiful to look at, but I never ever dropped a sweat during fights and has some original ideas I've never seen before. Had its moments and is a quite solid effort from Joe himself. 3/5

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Guest

  
Some maps are OK, some are not. But this WAD sucks balls. It doesn't even have full set of 32 levels: when you complete 22 level (Epilogue) - the game doesn't even show the cast screen,no. Instead of this, it shoves you into MAP 23 of DOOM 2. And it continues until MAP 30. No ending title screen. And yes, the final 21st level is dumb: you have to deal with 4 Icons of Sins (I think,it is parody on Master Levels map "Mephisto").

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Guest

  
Even worse than BOB BOBOS speedmapping session

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⛧CyberDemonEmpiress⛧

  
Sadly, I thought this would be better than I expected , which was simply bad possibly mediocre at best. That wasn't the case... It was much much worse...

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Zalewa

  
I don't understand why this has such a low note. I've played through all maps here, not just the first three. Most of them are very fun to play with good difficulty balance. They're also well laid out so that the flow is rarely interrupted. Yes, the visuals are odd, but they're not rubbish and you can get accustomed to them after a while. Gameplay before visuals, and gameplay rules here.

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DoomTheRobot

  
One star for actually admitting these maps were rejects. I can't believe I actually played through all of this and came out alive. I think one the maps ripped my ears off with it's terrible MIDI. I'll live though it, hopefully.

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Marnetmar

  
A well intentioned effort suffering from a lack of playtesting and an unfortunately rather insufferable author.

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Guest

  
Good luck,joe-ilya.

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dg93

  
No offense to Joe-lya, but these maps aren't good by any standard today. I played through maps 01-03 and I just couldn't play anymore after that. I don't like the rectangular sectors, random designs, and random monster placement. It's just a mish-mosh of sloppy editing.

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NuMetalManiak

  
if you can muster up the courage to actually play through the whole thing like I did and not be bothered too much by the awkward texturing, then it certainly would be quite the experience. is it a good one? well, the gameplay in some maps are varied, and some are total clusterfucks in both design and gameplay (looks at MAP15). I would give this a 1.5 or 2 and hope that joe's ego doesn't get shit out of hand the next time someone gives him constructive advice.

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Guest

  
The maps don't seem to have any coherent layout, and look like a bunch of sectors strung together with unusual texture choices. Monster placements are fairly random, and at times, not even balanced (Was there any playtesting involved?). Theres also some unnecessary and tedious gameplay elements, like having to shoot 12 switches while being attacked by barons. Overall, this wad is downright a catastrophe. Avoid like the plague.

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Guest

  
Pure rubbish.

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Guest

Unknown date

  
The maps are very cryptic in some spots and also enemy placement was non-existent. Also TEXTURE ALIGNMENT!

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Doomkid

Unknown date

  
Keep at it. You'll get better, man.

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Guest

Unknown date

  
Played first five maps: these are your typical bizarre and utterly awful 1994 maps... except they were apparently made during last two years. Just for the record: i have no issues with low end visuals as long as map provides decent fun. Sadly, these play exactly the way they look. I absolutely refuse to believe that author is serious.

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Zahid

Unknown date

  
The Main Thrill of doom isGameplay which is exciting and perfectly fine here...visulas arnt bad too. dont know why so negitive reviews.... 3.7/5

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Guest

Unknown date

  
I agree with insaneoflex312, the author can't take constructive criticism and thus I'm going to give 0 stars. The maps are really shitty btw. :P

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pcorf

Unknown date

  
Average maps. Terrible geeky music, even Hexen's GROVER.MID sounds better (that is my least favorite song from Hexen and Hexen has a very good soundtrack) -P

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Guest

Unknown date

  
Playing this is about as fun as having a horse take a dump on my face.

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Superluigieth1

Unknown date

  
Maximum Doom : The Mapset.

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  • File Reviews

    • By abunchoftrash · Posted
      honestly the weirdest wad that ever released. play it if you have the option.
    • By PsychEyeball · Posted
      The most avant-garde Doom will ever get. Obviously not a WAD for everyone, the core target for such a mod is mainly people who are in video game glitches, corruptions and to some extent, creepypastas (whether that love is ironic or not). Nothing works as it is supposed to. You can hardly understand most of the things that are happening to you. Some of the custom monsters (like the hitscanning corrupted pinky) will put you on edge and keep you paranoid about the ruleset of the game.   The aesthetic of lilith.pk3 is one of a kind, horribly mangling the rendering engine of old ZDoom beyond belief to disform sprites, textures, text and even sound effects. The end result makes close to no sense, your Doom marine sprite is heavily dislocated and looks more like one of those creatures from Alien than a human being and the list goes on and on. The confused looks obviously doesn't always make for clean or concise gameplay, especially in later levels which crank the confusion up to eleven and manipulate the level geometry to do things you thought weren't possible in the game. Even basic things like crushers, slime pits or a turnstile look horribly out of shape and makes the player uncomfortable.   This is essentially what lilith boils down to: an unfamilarity to something we thought we knew by heart, a rising sense of uncomfort as the level design makes less and less sense and offering the player a new perspective on what Doom is. Don't play lilith expecting top-notch Doom gameplay, but play it for the one of a kind experience it offers you. For the better and for the worse, there are no WADs like lilith anywhere and there will never be.
    • By Skittle · Posted
      I think that the combination between shotgun and chaingun combat, and the hitscanner shootouts this WAD offers are really fun and engaging. Pinky Demons are placed in areas where they're not frustrating, (The opposite being something I see very often, nice work Romero :P.) My only issue with this WAD is that one or two of the secrets, specifically those found in the darkened tech room, are sort of esoteric. The one where you have to jump from a platform isn't the worst, but the one for the Mega-Armour is annoying and in my opinion, unfair to find.   Despite these small issues, I think that Phobos Mission Control is an excellent and exciting level to run through, and I applaud Romero for returning to the Doom Community to make new levels.
    • By top10epicfails · Posted
      this wad SAVED MY MARRIAGE. 3/5
    • By finnaboing · Posted
      LOCAL DINGUS PLAYS EVERY SINGLE DOOMER BOARDS PROJECT PART 2: CIRCLE OF CAINA SP   (if you don't know what the Doomer Boards Projects are, here's the Doom Wiki article on them)   The next installment of the Doomer Boards Projects, April 2018's Circle of Caina SP, helmed once again by 40oz, is a notable step up from its predecessor. Inspired by FraGMarE's "icy deathmatch map" of the same name (y'know, minus the "SP"), it's a set of eight levels based around a wintry theme and it single-handedly got me excited for the rest of this series.   First and foremost, this WAD looks incredible. Every arena feels very distinct from the last - none of these fights blend in with one another and they're all the better for it. 40oz chose an amazing resource pack for that month, with the textures being perfectly suited for the cold, jagged landscapes. Normally, I either wouldn't notice the blockiness of the terrain because I'm so used to it in Doom or I'd dock points for it, but here, it works so well with the vibes of each map that I honestly love it. I'm already partial to ice/snow levels in video games for a ton of reasons, so this WAD going all in with the lighting and icy aesthetics makes me so happy. The music choices are also perfect (other than Hell Revealed MAP16's MIDI for "Cold Shoulder" for some reason but it's not that out-of-place), with a lineup of classic MIDIs that also happen to evoke that chilly feeling.   That's not to say it's all style and no substance, though - even if the fights do feel like they have a less intense bite overall than MoM, there are a lot more tricky "gotcha!" moments here that really keep you on your toes for longer. Each new arena feels dynamic and well thought-out (even the random pop-up monsters in MAP08 that feel a bit forced in but still work somehow even though you got a free BFG (the only BFG in the set, if I'm not mistaken) in the first room and plenty of cells along the way so it doesn't even really matter but whatever). The whole WAD flows super well, too, and lends itself very well to marathon sessions. Each map has a degree of momentum that keeps everything moving at an enjoyable pace.   I found the ammo balance to be a lot more generous than Monuments of Mars for this one too. I don't know if I'd necessarily say that means this WAD is "easier," but it feels a lot more beginner-friendly (as in, me. that's me. I'm beginner) and makes fights feel a lot fairer. Outside of MAP07, "Below Zero," being WAY harder than every other map in the set (and almost every map in DBP1, for that matter), the difficulty stays pretty consistent throughout. MAP01 starts out really simple and minimalistic, MAP08 is a bit of mini-slaughter, you know, the usual.   For me, the show-stealer is MAP05, "Frosty Cream Glade." It is maybe one of the greatest Doom maps I've ever played. It doesn't look like much when you first see it, but the way everything is so interconnected and how clever yet simple the encounters are and how pretty the visuals are and how the nonlinearity of the map lets you tackle the encounters in almost any order you want so it feels a lot more personalized and how the map's layout means that part of the puzzle is figuring out how to get where you want to go and the indirect signposting is so well-done that you're probably guaranteed to find it but it still feels satisfying AAAAAAAAA I love this map it's so good. If there's one's map you need to play from this set, it's "Frosty Cream Glade." The AUDACITY of supercupcaketactics to use the MIDI from Scythe 2 MAP21 and somehow completely justify its placement is something I aspire to.   This WAD's far from perfect - 40oz's maps can be underwhelming, some of the levels' freeform nature greatly hurt their pacing ("Cold Shoulder"), they take FOREVER to give you a rocket launcher (you don't get one until MAP04, that's annoying), MAP04 and MAP08 use the exact same MIDI which is really jarring when you play MAP08 for the first time, and for whatever reason MAP05's exit is tagged as a secret even though it's not hidden at all and is required - but I'm getting nitpicky. Circle of Caina SP is a fantastic set of levels from some highly talented people working with a theme that I'm already a huge fan of. Definitely a WAD to check out if you've got a few hours to spare.   OVERALL RATING: 8/10 FAVORITE MAP: MAP05 - "Frosty Cream Glade" (by supercupcaketactics) LEAST FAVORITE MAP: MAP03 - "Some Other Circle" (by 40oz) (it's not terrible by any means but it feels kinda meh compared to the other maps) HARDEST MAP (for me at least): MAP07 - "Below Zero" (by 40oz) MAP YOU SHOULD PLAY FIRST IF YOU WANT A SAMPLER: MAP01 - "The Chill Before The Thrill" (by noisyvelvet)
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