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   (7 reviews)


About This File

5-map wad, Egyptian-themed. Pistol-starts are recommended, but not necessary.

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· Edited by Spaicrab


Very consistent and unique, short but a lot of fun

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The first 4 levels are very fun romps with a good difficulty curve, never taking too long to get into the action. The author favors large spaces with lots of monsters attacking from multiple directions. Although there are some areas that are designed so the best option is just to snipe from a corner, which I consider a negative. The texturing is clean & consistent, and there's a lot of nice directional lighting. It also gets bonus credit for doing something Ive never seen before - torches that SUBTRACT light, creating untraditional shadows.

However, the finale map is a very jolting shift to slaughter gameplay. You're placed in a relatively small arena and have to run around like a chicken with its head cut off (no BFG) as high-tier monsters teleport in constantly from every direction. I gave up when some kind of Archvile teleported in too. Im not a slaughter fan anyways but it seems like it wouldnt even be well-designed for fans of that gameplay, as the arena is very simplistic and the enemy spawns seem chaotic/random .

So overall I would give 5 stars for the first 4 maps and subtract a star for the final map. 

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· Edited by JudgeDeadd


Excellent visuals and well-designed levels of moderate difficulty. A very competently executed mapset.




Doom 2 -- SP -- Boom

In a sandy kingdom outside of time, underneath a golden sky, a lost warrior uncovers the secrets of forbidden temples and uninhabited palaces.

Tyrant is a 5-map set with an Egyptian theme. Playing in ZDoom is recommended, due to the atmospheric text screens between the levels that gradually uncover the backstory, explaining who the titular tyrant is and what's our hero's role in the whole affair.

I enjoyed playing this from beginning to end. The visual theme is highly appealing, especially the beautiful shades of yellow that adorn the sky and the torches. One cool touch are the gray torches that cast shadow rather than light. The maps themselves are carefully polished. The difficulty is rather moderate, challenging but not unfair and not requiring Doom-god like skills; the maps lend themselves well to a blind saveless playthrough, which should take you about 45 minutes from start to end.

Definitely recommended. One of the overlooked gems of 2017.


[Originally written Dec 2018 for The /newstuff Chronicles]

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just here to give it 5 stars

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GREAT setting used here, and the overall gameplay isn't that bad either.

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I like me some Egyptians. This WAD plays very ok, looks exactly as advertised and has consistent gameplay.  Visuals are a bit bare but maybe this fits the theme?

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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.