Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
  • NOTE: There is a known issue with the most recent entries having screwed-up information and links. Some databases are out of sync and we haven't been able to fix it yet.

Temple of the Lizard Men 4

   (2 reviews)
Sign in to follow this  

Guest

About This File

**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.


User Feedback

Create an account or sign in to leave a review

You need to be a member in order to leave a review

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

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.

Share this review


Link to review
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.

Share this review


Link to review
  • File Reviews

    • By erzboesewicht · Posted
      Had a lot of fun with this mapset, which is inspired in PWADs of the Olden Tymes. The visuals are pretty ugly, but the intrincate layouts, often probably freehand drawn, compensate for that. Most maps are linear but have branches, loops and optional areas which make them interesting to explore. Only the first maps were a bit weaker in my opinion. My favourite map was probably MAP09 with the huge height differences and some cool vistas of an underground (retro)futuristic city.   Gameplay is mostly easy, with some exceptions like MAP08 but which seldom really reach "Plutonia" difficulty, although hitscanners can drain the often relatively scarce health fastly and there are some surprise traps as well. However, you're often given more than adequate weaponry, like BFGs for some cover-less archviles.   The "vedette" of this mapsets are the secret hunts: while some tripwire lift secrets were a bit too difficult to hear for my taste, I'm very fond above all of the tiny ledges and the shootable switches in unconventional locations. Huge LOL to the cute midis, above all map04 and map11, and "Children" sounded almost like the original (did Robert Miles use my soundfont)? Anyway, that mapset inspired me to look into really old maps and mapsets before the Memento Mori era. Deserves its cacoward (4,5/5).
    • By Doomkid · Posted
      Thanks to a post by Maes, I found out about this wad. The Maniac MIDI is catchy and fun, and the level itself is still an enjoyable romp today. The idea that you're under the sea is a creative touch.
    • By DoomShark · Posted
      If this was the 2001 year I would rate this 5/5. But in 2022 this wad is nothing but a lame retro.   I got the feeling that this wad was trying to showcase the advanced Zdoom capabilities rather than trying to create a good game play, and even with the advanced features the design still feels flat!   HMP or lower players will probably enjoy this as it is a below average difficulty with plenty of ammo/items.   I wanted to rate this 2.5/5 stars, but since half star cannot be selected I rated it 3 stars. We really need to be able to select half a star in rating.    
    • By LouigiVerona · Posted
      I love SkillSaw's work and this is a magnificent wad, but I am writing this review to mark it for folks like me, who would love the level design, but wouldn't connect with the gameplay. Which is fine, no wad is made for every player.   What didn't work for me in this megawad - as far as I checked it out, playing several levels from different packs - was gameplay geared towards maneuverability and making it without strong weapons and much ammo.   To me Doom is a shooter. When faced with a lot of strong enemies, I would like to be able to get them down with a double shotgun or a rocket launcher. These levels are more about running around quickly with a gun, a berserk pack and a shotgun with only a few shells. In he middle of the level you typically get a chaingun.   And that just turns the game into a platformer for me, which is fine, just not my kind of gameplay.   The design and music are top notch. Even the menu is eye candy. I wanted to adore this project, but I just cannot connect with it.   I will, however, keep it on my hard drive and return to it from time to time. Will update this review if I ever get it.
    • By Phalgrin · Posted
      Played this first from the Master Levels CD, good memories.
×