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The Lost WAD #4 (11/97)

   (3 reviews)
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About This File

As with previous Lost WADs, I built this with attention to texture alignment and playability using ALL the keys. However, This time, I pushed the game-engine while paying close attention to shading, lighting and texture choices. The size of this WAD as a raw-copy (before music, graphics, etc) was 168k! I think you'll appreciate the extra work when you play The Lost WAD #4 and it earns and permanant home on your floppy discs!


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A hidden gem among 1997 levels. It felt a little but dated considering this was made in 1997 and final doom had been out already. The first part was very fun, but happened to decrease in interest after the half-point in the map. Pretty good ammo distribution, I felt the need to search for ammo and secrets, which is a good thing. I felt there was a little too much invun sphere lying all over the place. The end was hectic, but satisfying. Good job.

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This is afrom the tail end of the pre-source port era. It's very old-fashioned for something released in late 1997; it feels like one of the better Doom 1 levels from 1994. It's not bad, and it entertained me for a few minutes, but it's totally undistinguished and forgettable. The layout is basically a compact grey stone maze, with lots of imps and a couple of the harder monsters, but you have just about enough ammo. It's not particularly hard on UV.

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  • File Reviews

    • By Gato606 · Posted
      Overall is nice, but I'm not much into small maps crowded with monsters, other than that, looks like a decent megawad
    • By Gato606 · Posted
      Sorry, but can't give more stars to this megawad, it gets really tiresome to start like 6 times the same map with a different door each time and the and the innecesary overstuff of ammo and guns just kill the fun of Doom being about managing your resources.  It can be some kind of fun opening a terminal in GZDoom and setting SV_fastWeapons to 2
    • By Summer Deep · Posted
      Played on UV, continuous, GLBoom+   This is a very absorbing and well put together Episode 2 replacement. The difficulty is cranked up incrementally throughout, and towards the end becomes seriously challenging, though always fair. Map 7 is particularly memorable, with its 500 monsters and a big surprise in the blue key room, as is the hellish descending escalator in Map 9. The final level is absolute mayhem, with 9 Cyberdemons and a supporting cast of 300+ sidekicks, but with a properly worked out strategy it's beatable: you need to make good use of infighting, plus it helps to be on the lookout for a secret area that isn't all that secret....   Not sure that any game ever merits an absolute 5 star rating, which implies that no improvement is possible, but this is certainly approaching 95/100 territory.   Definitely looking forward to checking out ConC.E.R.Ned by the same author.
    • By tempdecal.wad · Posted
      Um lol the TITLEPIC, also this wad lets you shoot crates to lower them and get ammo, and I like how the Minecarts puzzle was recreated using only Pain Elementals, however I have to say this isn't really well done, the puzzles are weird and you're expected to hug, shoot and press walls and some weird "Dormant" monsters, I applaud the effort that went into recreating the layout of the level, could use some 3D Floors and some Slopes though, but the visuals aren't all that great and the puzzles are somewhat different so if you haven't played the original level this will confuse you even more than their Decay counterparts, partly due to lack of hints and the weird and confusing visuals (I keep using the word confusing but there's really no better way to describe it).   1 star for the layout Faithfulness (barely), 1 star for naked Rosenberg.
    • By BaraKornel · Posted
      Fun map, with some decent design. I don't get the last teleport though, where the player can use the teleport to teleport to exactly the same place.
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