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Lost maps

   (58 reviews)
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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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AD_79

Unknown date

  
A standard Joe-Ilya WAD, which is to say, terrible. The usual suspects make their return: terrible texturing, uninteresting and rectangular layouts with some really unusual geometry here and there, really BAD monster placement. Are these MaxiDoom maps? Joe please. SLOW DOWN. Learn to properly map, stop joining literally every community project, take your time on a map instead of shtting out a map every hour.

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Guest

Unknown date

  
Still better than BOB BOBOS speedmapping session

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Guest

Unknown date

  
Normally I would give a wad like this at least 1 star (or maybe 2 if I like some ideas). But not today. joe-ilya keeps producing ugly shit and I don't see it getting any better. I understand that some maps are 2 years old but go and try to figure out which of them are newer ones. I can make a wad like this in a week (or day if I will get enough meth). Try making something different ffs.

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Guest

Unknown date

  
Ugly as sin maps that feel and (mostly) play like something from those mid-90s compilation CDs. I could forgive much if this was presented as say results of some speedmaping sessions, since maps have that level of polish.

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scifista42

Unknown date

  
Joe-ilya apparently can't make any good aesthetics. Though I can see that he tries, he still pretends that alignment, seams, material consistency and colour harmony don't exist and never did. But when I look away from aesthetics, the maps are not that bad at all. They offer a good, moderately difficult gameplay, often with unconventional ideas (some are "meh", some are better). The whole set provides enough of this kind of fun. For me, the imperfections don't drag the quality lower than to 3/5 stars.

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Guest

Unknown date

  
The visuals are as obnoxious as usual, the gameplay can be ok at time, especially in the earlier maps where placing weaker monsters is a lot more forgiving than the heavyweights. The lengthy maps can be a real drag though. A sightly below par 2/5

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Velvetic

Unknown date

  
Absolutely no thought went into this, just random sectors filled with monsters that plays awful and looks fucking terrible. No wonder they were rejected.

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mrthejoshmon

Unknown date

  
"Some were rejected", Well it is easy to understand why they were rejected as they just seem to be a hopeless blend of spastic sectors and horrendous monster placement, the overall design is pretty much in the style of shrapnel (Multiple chunks of unidentifiable shit all over the place) and the maps play like being stabbed by a blunt crayon in a nursery. Avoid this shit if you value your sanity.

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SpiderDisease

Unknown date

  
I thought they were playable. Nothing good, but nothing horribly awful or 0 star worthy.

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cs99cjb

Unknown date

  
Ilya paints with a broad brush and the things he paints won't be to everyone's liking: not technically good by the standards of the ateliers, yet imbued with the authentic voice of the artist. It's easy to see why, like the first performance's of Brahms's piano concerto no.1, this megawad was not received with enthusiasm. I foresee Ilya cutting his ear like Van Gogh, or perhaps, like Raskolnikov, murdering a pawn-broker before being redeemed by a moral woman. Anyhow I enjoyed it so far (map 4).

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Guest

Unknown date

  
not nice to look at, playability is ok sometimes good

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Eris

Unknown date

  
Basically what josh said. MAP01 had some pretty stupid shit in it, but through to MAP03 it was just about bearable. I lost my patience after that. By the way, the choice of MIDI in this is just so bad.

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insanoflex312

Unknown date

  
its ok, but 0 stars because author cant take criticism.

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Guest

Unknown date

  
Maps very look like test vehicles for experimenting with technical constructs, scenes, styles, decoration and so. Which is as-is very good, but while presenting them as levels, author has forgotten to throw away the failed attempts. This might explain their ugliness and why none of the maps has even a tiny little bit of gameplay. As such, not interesting for a player, so 0/5. @ cs99cjb 2 above: nofi, but justifying the quality of these maps via referring to Brahms being not understood, is absurd.

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  • File Reviews

    • By I Drink Lava · Posted
      In terms of pure gameplay, Skyewood is a bit of a letdown with weak geometry, small-scale encounters, and confusing map progression. In terms of pure creativity, however, Skyewood stands out even 25 years later due to its surreal visuals and originality. The forests are quite convincing for 1996 taking mouselook limitations into consideration, and the early attempts at the "void" style are quite captivating.   There are a lot of Doom maps of varying quality set inside techbases on Phobos. You won't find nearly as many that feature fire-breathing dragons, chattering trees, or exploding toads in the archives. I have to give it points for that alone.
    • By A.H. Sankhatayan · Posted
      It's fun. The maps look pretty good.
    • By A.H. Sankhatayan · Posted
      There are many approaches you can take when designing a mapset. Doom is a very fun game on it's own so you can simply create maps that follow and expand on it's formula, and come up with something great.    But then there are certain special wads. They are still recognizable as Doom, but use the available tools to create an unique experience, unlike anything you've seen in the original games, or other pwads. They easily take on a life of their own, as a products of legitimate artistic expression.   TeamTNT pioneered this approach with Icarus: Alien Vanguard, in which they used everything that could be done within the game to push the story forward, while also giving the wad a consistent tone and structure, which evolved over the course of its 32 levels to create a genuine narrative. Later with Eternal Doom, they completely shifted the game's focus from pure combat to non-linear exploration and puzzle solving on an unprecedented scale.    B.P.R.D.'s Equinox is also one of those special WADs and perhaps the greatest.  As soon as you enter the first map, its beautiful, grand architecture, combined with the ethereal choir of its midi, immediately create a sense of wonder and adventure, as you begin to explore the massive complex. However, it quickly becomes apparent that the base is no longer under human control. As you progress through the levels, you encounter more and more bloody remains of its former occupants, and the base itself gets progressively more damaged. Over the course of the set, sense of dread and isolation takes over, as you face ever increasing amount of monsters. After a trip on a beautiful and otherworldly but terrifying alien ship, and one last visit to now completely destroyed hub level, you are transported to a hostile alien world, which culminates in the greatest finale to a Doom wad. But you should really experience that for yourself ;)    People say that by buying Doom, you are opening doors to lifetime's worth of fanmade content, which often surpasses the original in unimaginable ways, and this is one of the best examples. Aside of the completely different atmosphere and storytelling, Equinox also features complete set of new midis, some of them by B.P.R.D. himself, lot of gorgeous custom textures and replacement graphics and a whole bunch of new sound effects. The weapon sounds are great, while some of the others are... questionable.   I absolutely adore the new HUD graphics. They look gorgeous, fit the mapset like a glove, and the status bar face replacement is by far the most creative I've ever seen.         The music is, in the spirit of the whole wad, completely different to what you'd hear in a normal mapset. All of it is great and perfectly captures atmosphere of levels themselves.    Despite all the praise, Equinox has a few small issues that I need to highlight. Nothing to significantly take away from it though.  First of all, the volume levels of both the music and sound effects are really inconsistent. You'll probably need to adjust your volume levels, sometimes even between levels. Maps 04 and 07 end with you blowing bunch of stuff up. This is unfortunately accompanied by incredibly loud, ear piercing sound effect. The ending of map 12 is pure bullshit. Just straferun to the rising platform and into the exit.   There are some misaligned textures. Probably. Who cares.    Very Important Note Before Playing: One last issue that is often brought up is the gameplay. Especially in regards to the difficulty due to ammo starvation.  I understand that pistol starting is fun once you've become good at doom, and maps are often designed with it as the intended way to play. That being sad, Equinox is from 2001, and I assume pistol starting wasn't as common back then. It is also obvious that continuous playthrough was considered, as there are secrets which would be completely useless with pistol starts. It is never stated that pistol starts are the intended way to play.  But if being an ep1c dewm god is more important to you than actually enjoying the game... On a continuous playthrough, the gameplay is a good challenge, but you don't have to rely on chainsaw and infighting so much. There are situations where you still need them, like the giant infight fest at the start of map04, but those are very obvious. Equinox also uses monsters to block paths or as turrets, so getting 100% kills on some maps like 12 and 13 is impossible.     In short:  Equinox is masterpiece and one of the best, most unique experiences you can have in Doom. Despite coming out in 2001, it hasn't aged at all. It's visuals especially hold up really well. This could come out today and it would be considered beautiful. Simpler than a modern ultra-detailed map, but still.  If you do a continuous playthrough, the gameplay is challenging but not unfair as is often said.  The new graphics and music are excellent, as well as most of the sound effects. All the levels are good and there isn't any filler. Everything in this wad serves to flesh out it's world and tell it's story, which is done very well, simply with its visuals.      
    • By roadworx · Posted
      i found the first half a bit of a chore to get through, but around map14 or so it really started to pick up and became an absolute blast to play through. i found that it had gameplay very similar to that of alien vendetta, which is great cuz i absolutely loved av!   it doesn't take itself very seriously, which adds a lot to its charm and helps it stand out quite a bit. it's full of doomcute, strange midis, and gimmicks, but i found that just helped add to the overall experience
    • By Hitboi · Posted
      Lol, good troll.
      The orignal red cross in the Medikit sprite doesn't represent any religious symbol, and the cross in the christian symbol is taller than the one in the Medikit sprite.

      Also, I saw this on Ramadan (Islamic festival) :)
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