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The Last Sanctuary

   (140 reviews)
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About This File

A large (63549 linedefs) map for First-Try Demo Contest #16, which was held at 10.31.2015 14:00 UTC. The archive contains demo files for 15 contest participants and table with results, located in "fdc16" subdirectory. The demo files have been corrected to run properly with this version of wad (skill 2 instead of skill 4)

It is recommended to use "Hey, not too rough" (contest difficulty) or "Hurt me plenty" for first walkthrough. "Ultra-Violence!" for hardcore players only!


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Zalewa

  
A tremendous mapping effort resulting in a bit of a letdown. The first part of the map is awesome. Then you go into vast outsides where hitscan and lost soul dickery happens, but it's easily avoided. Then there's ruined temple area where I just couldn't figure out what to do. After many minutes of pointless noclipping I quit out of frustration. Maybe I missed something obvious. 3* because it had potential but doesn't deserve more.

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Traysandor

  
This is really good. Though it does kind of drag on for way too long, I did like most of what I saw here. Quite difficult too. Nothing too fancy on overall texturing, the detail is quite good, and definitely one of the biggest maps I've seen in some time. 4/5 Stars. Save usage strongly recommended.

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Jon

  
At the very least a remarkable technical achievement. I'm left thinking we should all just pack up and go home now.

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trrobin

  
A really superb grand scale map with great indoor and outdoor exploration that creates a nice sense of adventure. Great architecture, monster and ammo placement, and overall good gameplay. Recommended! For those having trouble playing? It flawlessly with the latest Zdoom development builds.

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Guest

  
Good wad

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Guest

  
a guarantee cacoward!

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Guest

  
Mixed bag. Pros: huge amount of work, technically solid, extremely decorated. Cons: many scenes have too high copy&paste factor, too much snipers, too predictable fights, missing leitmotiv leading to too much searching, too well hidden secrets. Overall: on points nice adventure which took, due to the lack of variation in gameplay, much too long (2:40) to complete @ HMP. Verdict: 4* for a one-time play map. BTW @ below: works fine with ZDoom 2.7.1, so 0* is unfair.

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  • File Reviews

    • By Ordon · Posted
      well, the concept is good  BUT...   WHAT THE FUCK EVEN IS THIS??
    • By Cinnamon · Posted
      Definitely shows its age. It was a real grind to play through, mostly due to the levels being boring, but also from a remarkable over-reliance on hitscan, especially shotgunners. For some reason. The third episode does indeed pick up much of the slack, but with the really fun levels being shining exceptions rather than rule for two thirds of the WAD it still left me annoyed and exasperated in the end. The maps look fine most of the time and the music is good to really good, which is something to hold on to. I would still advice my past self to skip most of this one.    
    • By Cinnamon · Posted
      There's not too much for me to say about this one. While it isn't exactly my jam 100% of the time, I'm struggling to see how any creative endeavor could entertain me so thoroughly, throughout all the 32 parts of it. Ancient Aliens is charming, somewhat challenging, mysterious, well-paced... I could iterate over plenty of different variations of lavish praise, but I guess that in and of itself describes my feelings: AA is remarkably well-rounded. A DOOM blockbuster - and I use that description as an honest compliment rather than the pejorative it's sometimes thought of. One for the ages, and it'll be one of the WADs to which many of my future experience will be compared.    
    • By VoanHead · Posted
      On second thought, this wad is kinda mid if you ask me. After playing through all of it on pistol-start I wasn't really blown away by it. The midi pack that was made for this in 2020 was very nice if you ask me, but why this wad ever deserves a midi pack when it's so bland is what makes me scratch my head. Idk man, I didn't like this one as much as others do :/.
    • By baja blast rd. · Posted
      This reads as an early example of arcade-style mapping.   Areas are defined largely by color combinations, with no real overarching theme to the map: there are silver techbase rooms, brick-like Earth rooms, red hellish rooms, without much in the way of detailing or setting-building -- all centralized around a square hub room with key doors, which repopulates with monsters each time you find a key. It's on the simpler side visually, but still a very clear step above "monotextured square rooms"-type design, with some solid architecture, shapes, and texture combos here and there, and even a clever crushing UFO-like "ring" at one point.    The gameplay concepts are very straightforward, with one exception being a room that has you platforming over damaging floor while closets of lost souls and cacodemons open up. Instead, the bulk of the fighting is more often dished out as blocks of monsters often revealed in closets -- blocks at a density far below what you'd consider slaughter. Some of the potential fun involves herding monsters towards barrels; once I waited several seconds for chaingunners to walk halfway across the room, right next to a clump of barrels I could blow them all up with. The ending fight is designed for you to pour rockets into two static cybs while circling, and I skipped that one.    Completed in a bit under 10 minutes. 
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