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lilith.pk3

   (45 reviews)

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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abunchoftrash

  

honestly the weirdest wad that ever released. play it if you have the option.

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PsychEyeball

  

The most avant-garde Doom will ever get. Obviously not a WAD for everyone, the core target for such a mod is mainly people who are in video game glitches, corruptions and to some extent, creepypastas (whether that love is ironic or not). Nothing works as it is supposed to. You can hardly understand most of the things that are happening to you. Some of the custom monsters (like the hitscanning corrupted pinky) will put you on edge and keep you paranoid about the ruleset of the game.

 

The aesthetic of lilith.pk3 is one of a kind, horribly mangling the rendering engine of old ZDoom beyond belief to disform sprites, textures, text and even sound effects. The end result makes close to no sense, your Doom marine sprite is heavily dislocated and looks more like one of those creatures from Alien than a human being and the list goes on and on. The confused looks obviously doesn't always make for clean or concise gameplay, especially in later levels which crank the confusion up to eleven and manipulate the level geometry to do things you thought weren't possible in the game. Even basic things like crushers, slime pits or a turnstile look horribly out of shape and makes the player uncomfortable.

 

This is essentially what lilith boils down to: an unfamilarity to something we thought we knew by heart, a rising sense of uncomfort as the level design makes less and less sense and offering the player a new perspective on what Doom is. Don't play lilith expecting top-notch Doom gameplay, but play it for the one of a kind experience it offers you. For the better and for the worse, there are no WADs like lilith anywhere and there will never be.

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BoxY

  

Horribly glitchy and impossible to see or do anything in the game. Literally every single texture is glitched out, only thing that works normally is the shooting sounds. 5/5

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Shaii

·

  

I wanted to try this mod because everyone said it was really good and it won an award, but it must have been corrupted during the upload because it is literally unplayable. Horribly glitchy and impossible to see or do anything in the game. Literally every single texture is glitched out, only thing that works normally is the shooting sounds. Are people rating this 5 and calling it art as a joke or something? If so, I don't get it. :/

ffxiv_dx11_5NJKo4cxd3.png

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xX_Lol6_Xx

  

Too glitchy for me. Stop posting about how this pissed off Graf Zahl, it's old news. 

How did this get a cacoward?

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roadworx

· Edited by roadworx

  

genuinely a great piece of surrealist art of the digital age. the less you know about it, the better it is.

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sponge

  

One of the coolest experiences I had with a Doom mod.

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1Destro3456

  

Impossible to look at, only reason it got a Cacoward is to piss Graf Zahl 

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URROVA

  

basically in what turns a wad when i try to fix a bug on it.

 

11/5

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bimbo

  

i love it. makes my brain feel good.

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Rei is now real

   1 of 1 member found this review helpful 1 / 1 member

i like this because this is what doom on drugz looks like

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WowozuelaSpammer

  

An intresting concept, shows how not all wads have to tell a story, or be a complete festival of blood and carnage, but instead, an artistic work.

Lilith.pk3 is a mod that drastically changes the graphics and sounds to the point where source ports with high graphical capabilities can't run it.

It's great to have a original wad like this, but it changes everything so much to the point of being unplayable: Walls in the void, enemies that aren't really there and confusing textures.

Not only the main feature of the mod makes it unplayable, but the mapset that comes with it is weird, with questionable architecture, etc.

I recommend this mod only if you enjoy this type of stuff or if you are curious.

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nelguy

·

  

hmm I think you're correct

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Xyzzy01

  

Cartridge-tilted Doom best Doom.

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antares031

  

This is something I would imagine with Doom, if someone dumps my PC into a giant Caco-Cola tank, marinates it for a whole day, and seasons the PC with monosodium glutamate. This is a good stuff.

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Edward850

  

An interesting concept that works well if you read the readme file. Not naming any names *cough* @NuMetalManiak *cough*.

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NuMetalManiak

· Edited by NuMetalManiak

  

so I cheated with this one due to not figuring out exactly how to start it laziness by playing each wad individually with the resource pack...

 

this is definitely abstract art in a way that would seem as if Pablo Picasso was a Doom modder. distortion is key for what it offers, every single thing from the menu screen to the level design to the sprite replacements to the apparent game crashes on MAP03, everything is made in an elitist fashion, preventing the use of more common source ports and limiting it to a specific ZDoom software rendering port.

 

while the glitches are the main name of the game and the artistry is there, the gameplay is not, which prevents this from being a truly good Doom mod as a whole. sure, there's bound to be some good combat every now and then, but only in a few areas, MAP07 and MAP08 having the best gameplay overall. but the rest is kinda lame gameplay-wise. it has just enough levels to show the glitch gallery, but from a gameplay standpoint many often are over quick (at least in my gameplay style, I'll run through areas as fast as possible). the scripting only makes things weirder.

 

gameplay matters more than artistry in my opinion. great wads have both. this mostly has artistry and elitism.

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Marcaek

  

One of the few truly bold and adventurous concepts for a levelset, breaks the rules and does it well.

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Li'l devil

  

True art is incomprehensible!!!!

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mrthejoshmon

· Edited by mrthejoshmon

  

Lilith as an idea is interesting and appealing as an outside viewer, it mirrors the glitched horror of a creepypasta game (more successfully than most) and is quite the spectacle, so eerie is it with the distorted world and the odd game behaviour, it's something worth watching a play through of at least.

 

However, actually playing it is different, playing Lilith is easily summed up in one word: insufferable. Lilith plays awful, it's an interesting piece but good lord is it deeply unenjoyable. You know when you see someone struggling to deal a glitchy mess just to show off how fucky it gets? You can live that life with Lilith, not that you'd want to (unless you are masochistic, or pretentious), not only that but it drags on for much much longer than it should.

 

Great art piece, bad mod.

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Grain of Salt

   0 of 1 member found this review helpful 0 / 1 member

Sorry lilith haters, the war over avant-garde art was fought several decades before you were born, and your side lost. Womp womp.

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Doomkid

· Edited by Doomkid

  

I like glitchy stuff. I used to mess with Game Genie codes on NES to achieve visual/gameplay distortion. It’s nice to have something like that for Doom.

 

In my opinion, something has to be a little ugly to be truly beautiful.

 

On top of everything else, it causes controversy despite having no inherently controversial substance to it. Seeing people have such visceral reactions - hate, love, and everything in between - that’s just awesome. I’d be stoked if something I made received such a wide array of reactions.

 

The content itself is enjoyable and the fervor surrounding it is interesting. 4 stars from me, a good score that is well earned.

 

EDIT: Stop spreading the lie that this won an award to piss off Graf. It won for its interesting and avant garde approach.. I guess people just go with whatever is the most sensationalist.

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Volerm

· Edited by Volerm

  

It's like the Doom equivelant of vaporwave, but instead of sounding somewhat pleasing it's just a fucking eyesore and I have to take xanax afterwards.

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  • File Reviews

    • By E.M. · Posted
      This right here is one of the oldest joke wads ever made, and its parodies of bad map design are still relevant to this day.
    • By SilverMiner · Posted
      The soundtrack is coherent thruout the whole
    • By LateToDOOM2020 · Posted
      No idea how this works Its doom magic!
      Very cool
    • By Philnemba · Posted
      Ok not going to lie, but I thought this shitpost megawad was made last year and NOT from February of 1998 which also technically predates the original Mockery wad by a few months 👀!?
    • By Catpho · Posted
      The first truly mature map of yakfak's. The puzzly, "inner logic" map mechanisms and scavenger, dungeon rat gameplay of their previous levels Meep Keep & Hexasketch returns, but whereas those can feel clunky and barebone at points despite the strong authorial voice, here it is fully fleshed out: the setting is evocative, the construction shows the strong command of shapes that defines yakfak's later works, the item placement and layout bends and loops in complicated and surprising ways, the level's moment-to-moment gameplay is filled with a sense of discovery and wonder.   Job has a strong hook in its text file, but what players might not realize is that they must really hang on to every word in its description to even be aware of the level's main concept. In Never_Again's in-depth review for /newsuff (which I highly recommend for details or if you are feeling stuck), he mentions being locked out if you took the "easy" route out, but I feel that's incomplete, as the real reason hinges on the player being conscious of what they are doing in a representationalist sense. In other words, to be able to reach your dream, you shouldn't just interact and go everywhere at random, but try to think about what you are doing in the context of the game's world. The solution will be clear if you square it with what yakfak hints at. There are complications: the in-game hint system of crosses and arrows are counter-intuitive, and exploration will eventually lead you to the combat zone, which itself is a puzzle unravel as supplies require routing and withholding combat through treacherous enemy placement, with only a berserked fist as defense (HMP or below is strongly recommended). In my own experience, it was fun but exhausting to make it through to the AV-guarded yellow key and slowly solve the piece, but I got massively demoralized when I read Never_Again's review that I had already locked myself out of the second half of the map. It was only when I was showcasing the Doomcute in this map to someone else that the level's inner logic finally clicked, and after some experimentation, which was much smoother thanks to me already being aware of the level's layout and lingering mysteries, I managed to solve it.   The feeling of "lore" behind the level's trials and tribulations is my favorite thing about Job, and I wish it didn't take a review for me to "get it". In terms of intriguing combat, intricate moments, or imaginative layout and visuals, I think zzzv tops themself in (woefully underrated) levels like Spidersilk, Nato, and Northern Powerhouse. Nevertheless, an essential stop for yakfak fans, and a memorable journey for those who look for Doom off the beaten path.
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