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Temple of the Lizard Men 4

   (2 reviews)
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**PLEASE READ THE MANUAL BEFORE PLAYING** The fourth intallment of the Temple of the Lizard Men series. This is a 36 map wad with many new features including a fork-in-the-road map progression system, a weapon upgrade system, and key-bound inventory items for quick use. Further information is within the manual.


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NuMetalManiak

  

Alando1 keeps us engaged in going after those weird lizardmen creatures in this fourth installment of Temple of the Lizardmen. Like the third, it's another big megawad, made for linear adventure combat and overall, it really is more or less the same as the third combat-wise, with a few subtle changes. many enemies and weapons return from that game, and it's kinda obvious which weapons outshine others and which enemies are still the nastiest ones. as a holdover from my experience from the third game, the semi-automatic shotgun proves to be better than the double-barreled shotgun in most instances, while enemy-wise you really wanna get rid of those Shadow Warrior-ripper guys and the floating mage enemies that glide.

 

Among the new stuff you can find a minigun, which is better than the assault rifle as it doesn't reload, as well as a Dragon Scepter, which functions a bit like a slow-speed plasma weapon. The Eye of the Sceptre is functionally equivalent to the BFG9000. Not a whole lot in the way of actually new monsters, with the exception of bosses. Several powerups are now used as inventory items, and the flashlight can now be toggled with the F key without having to switch. Also collectable are weapon upgrades which enhance certain weapons.

 

For the levels themselves, these are the best in the Lizardmen series yet. While the previous installments moistened the player with lots of linearity in the majority of maps, there's degrees of nonlinearity in the levels this time around. Plenty of keys to find, plenty of secrets, and the levels are substantially larger. All in good fun, although I personally don't care for the boss arenas all that much. There is one important thing to take note, and that is that there's actually more than one path to take at times. At at least three instances in the megawad you will have to go through branching areas which depends on which exit you took (I'm not referring to secret exits by the way, since they drop you off where you were when you are done). This means to get the full experience, you gotta go through one particular route, then the next one, and there's even different bosses at times too. The branching paths further the replayability of this particular installment making it the coolest one yet.

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Dedalus 80

  

The fights (and the weapon system) are not bad but nothing special. Decent boss fights. The environment is instead really well made (nice music too) with well-fitting new monsters.

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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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