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lilith.pk3

   (31 reviews)

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About This File

i like to keep my doom 2 installation floppies attached to my computer with magnets so i don't lose them

some can experience seizures when exposed to flashing lights or other visual stimuli. even if you've never been diagnosed, please be stop playing this wad if you encounter disorientation, lightheadedness, altered vision, involuntary twitching/jerking movements, or momentary loss of awareness/consciousness. i tried very hard to avoid anything that would cause physical discomfort but everyone is different

this wad does not work with qz/gz/zandronum as it relies on the old zdoom software renderer and other quirks specific to zdoom (or zdoomLE). you need 2.8.1 or newer


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sluggard

· Edited by sluggard

  

Eyesore, and gets repetitive real quick, yet gets a Cacoward? what a joke? Modern art man..... just another reason why we need the "people"s choice" award, sorry anotak nothing personal.

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Count651

  

What starts as a neat idea just becomes tiring and irritating after the first couple maps. This wad is honestly just a joke that overstays its welcome.

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KVELLER

  

I would've rated this 5/5 if it wasn't for the permanent brain damage it caused me.

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R13

· Edited by R13

  

This is certainly one of the greatest WADs ever released. Someone above me suggested it's an inside joke, I don't really agree, it's much more than a joke, or perhaps it's a joke that plays itself till the end, with full consequences of its setup.

 

At first it's like, oh, so everything is glitchy and warped and barely recognizable? Yes, it is. You play it for a few minutes, marvelling at the author's persistence to modify nearly every Doom II asset. It's weird, but fun.

 

Then you start noticing small touches of genius. Incredible architecture feats. Dynamic changes to the layout - it's not Build, is it? Surprising uses of hall of mirrors and crystal sectors, and probably more.

 

And then something finally clicks in your brain, you adapt into this new environment. Each room becomes a puzzle with different rules, you try to identify the problem - which way is it? How to get there? The mod ruthlessly pulls the rug from under your feet, and you fall into endless void of repeated textures, just to land into room where everything seems to be living spasmatically. You don't consider this weird anymore, yet still can't entirely trust your senses. Monster desperately follow their in-game logic despite everything acting like there's somewhere a huge electromagnet mutating every byte inside your hard drive.

 

It's way more different than anything I've seen made for Doom, or possibly any other game. Thus, it's one of the greatest WADs ever released.

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FourthDimensionCrusher

  

Take my five star rating with a grain of salt:

 

If you're here for your regular old shootem up WAD, then check elsewhere.

 

This WAD is the 11/4 key signature of DOOM levels.  This is "wut" in the most wonderful way. 

 

It's an inside joke you won't get unless you've spent hundreds/thousands of hours here with us.  

 

You ever seen a hall of mirrors effect work like an actual hall of mirrors?  You ever see the Doom Guy's face do that before?

 

You will get crusher'd into another dimension.

 

This WAD will take you into the basement and do stuff to you.

 

Just download this.  Do yourself a favor and check out the different "Quit to DOS" screens the author added as well.

 

 

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  • File Reviews

    • By rdwpa · Posted
      Lakeside might also be named Loopside: every major area appears on your itinerary no less than twice, no backtracking. Don't want to pick off cliff imps in the start area? Pouring bullets into a fatso too slow? Ignore those Bezos. Come back with a bigger weapon.   Though the whole arsenal minus the BFG appears at some point, I ended up replaying this and restricting my options to the berserk fist and the carefully rationed plasma rifle. Naturally that implies a lot of punching, with the motley cast -- 89 monsters, many punchable, many not -- offering a slate of tricky, fun Tyson challenges. To get a max this way, navigating a pair of hectic infight-baiting scenarios is pretty much mandatory. I loved it. It makes good pugilistic practice. There is even a {spoiler}demon to fist.   This is a speedmap, also a positive! Speedmaps have two big traps to avoid: the first is outright sucking, the second is having no ideas and half-baked content. Once they do both, I usually like them.
    • By rdwpa · Posted
      In Bricked, Rhys does nothing offensive. Over 10-20 minutes of play, depending on pace and completionism, you can expect fair and balanced combat, and a gradual ramp-up through the arsenal and bestiary, starting at the bottom and settling before the BFG and big bosses come out. I'd describe the dominant theme as "stock brown," with help from assets like computer panels, the silver starbase cluster, and CEMENT (the bathroom tile suite).   Having played many user maps, I've seen a lot of all of this before. It's okay, but little stood out. I liked the fighting most in the larger spaces, which allowed me to go out of my way to get numerous factions infighting. Interactive triggers like lifts and stairbuilders and optional switches are more common than average, and they are used smoothly (which is important, because extra machinery is simply a detriment if it's awkward and inscrutable).   Note: though the tally lists eight secrets, two are errant flags on a window sill. 
    • By MuratMikal · Posted
      Played at UV with keyboard only (as I always do). EPIC II is a very good megawad with challenging gameplay and very beautiful textures. After MAP 19 there're a lot of tough encounters, mostly with wave of chaingunners and cyberdemons in tight spots as well as frequent usage of archvile in all maps (with MAP 29 having 87 archviles at UV!).Thankfully the author gives enough ammo and powerups to deal with them, so it's fair game. However, a complain I have is in 3 or so maps the author uses teleporting cyberdemon to create artificial difficult to the player and in my opinion it's dumb enough to warrant the loss 0.5 less star. My final score is 4.5/5, but doomworld rating system doesn't allow this so I'm gonna rate it 5 stars. I will certainly replay this one and would recommend UV difficult only for advanced players.
    • By silentzorah · Posted
      Solid wad with a purple color scheme and new enemies.  Music choices are enjoyable, difficulty starts off low and ramps up considerably towards the end.  MAP07's end was a total beef wall, though.  Make sure you find all the secrets in that one if you want to stand a chance.   All around, no bad maps in this wad.  Four stars.
    • By rdwpa · Posted
      This is one of Memfis's earliest maps (2008 according to the text file), which shows in the unrefined design. The opener of a promised Episode 2 replacement, Voyage to Deimos, which never came to fruition, visual appeal tends to be highest when it's dark. Otherwise it mostly looks bland. Geometry doesn't sway from the rectangular. Floors and ceilings of sectors seem left with whatever texture Doom Builder assigned them upon creation. Years later, Memfis would specialize in an appealing, clever mode of lower-detail design, but this is more of the "novice" sort.    As for gameplay, it's straightforward warm-up Doom 1 stuff: pistol to start, 'zerk early, shotgun later; lots of imps and pea-shooter zombiemen, occasional pinkies and lost souls, the rare caco.   That's nothing groundbreaking, but I won't comment on it, because once I found the berserk pack, I decided "now we're punching stuff" and did nothing else.   Health is scarce, so the cacos are a bit tricky, and shotgunners lurk the later shadows in good numbers. Without the benefit of range, I once had to platform and then box imps point blank. A partial invisibility secret enacts a clever trade-off; it can help with the shotgunners, but it complicates dealing with the imps, both of which often commingle.     The map was uncommonly well suited to that and my punching ability, and I enjoyed myself. So 4/5.
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