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The Lost Wad #3 (Version 3.8) 11/97 Remember this is a WAD from The Lost WADz series!

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About This File

/Story ......This WAD was started in January 1996 and available for the first time in November 1997! Due to cheap floppies and a Hard Drive crash this WAD has been built and rebuilt countless times. This time we went for excellence! Using various editors and the finest MIDIs we offer the third installment in The Lost Wads series! This is a pretty big level with all sorts of tricks and traps! Try to find the secret room included within the level. ......The story is the same. Those idiots allowed it to happen again, it's up to you to stop 'em!

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Unknown date

This is dated November 1997 but apparently has a lengthy and chequered history. I haven't played any of the other levels in the series. Overall it's not bad, although the layout seems deliberately designed to get you stuck if you get the yellow key too soon (why?). Apart from that, it's a competent, dull dungeon level that feels unstructured and a bit buggy; you can finish without exploring about a third of the level, including a pointless cyberdemon fight.

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  • File Reviews

    • By Meril · Posted
      Another abomination in doom mapping. It's crap even in crap category.
    • By Meril · Posted
      Ugly, rectangular, not enough ammo. In one word: CRAP
    • By Meril · Posted
      Sound replacement is terrible. Sounds are very annoying. Level also is ugly. Only thing I like is sprites replacement. Kicking nazi asses is same as good like demons ones ;)
    • By SeanLeal · Posted
      Dear Doomkid,

      I was involved in the design and play-test of each of these levels. Please know these were created from *scratch* and we spent our time making sure the levels were as playable as possible. We were not terribly focused on texturing, other than to give players positional awareness in different parts of each arena.

      Map 6 -- Offices of Death -- Was intentionally designed to be as accurate a representation of the office we worked in as possible. Admittedly, playability was taken as a second priority. We did manage to create working "elevators" and "stairs" to give the illusion you were going up and down floors. I was pretty happy with how we did.

      Considering it was 1996, and no way to simply "Google" different ideas. Your best bet at the time was to jump onto the Usenet and hope you could find a decent board with active members. Other than that, it was pretty much all self-taught.

      I'm glad you enjoyed the other levels. Yes, they are old-school, big arena, style. We spent a LOT of time trying to make sure they were as balanced as possible, with escape routes, and required risks for rewards.
    • By Summer Deep · Posted
      Excellent stuff for the mid-1990s. Lots of action, good layouts, pretty challenging on UV.    9/10