Tangled vines wind through crumbling limestone, serving as still markers under a misty sky. The stark tranquility belies something fell and horrible... for how long have you clutched the cold grip of your rifle? Lead forward by your own bloodlust and fervor; that lilywhite lilith.
Lilywith Lilith is a 10-map episode for limit-removing ports made by members of Doomer Boards during April 2019. The set features 9 regular maps, and 1 monsterless progression-stopper.
MAP01 | "Awakening" by Scrangus McBrickdad MAP02 | "Gilded Cage" by Scrangus McBrickdad MAP03 | "Frasia Marine" by supercupcaketactics MAP04 | "Forest of Shattering Glass" by Scrangus McBrickdad MAP05 | "Silent Sorrow in Empty Boats" by glenzinho MAP06 | "Five Minutes Afloat" by joe-ilya MAP07 | "Cascade" by Scrangus McBrickdad MAP08 | "Cynthia & Henry" by Big Ol' Billy MAP09 | "Lilith's Last Supper" by Big Ol' Billy MAP010 | "After the Ordeal" by glenzinho
Quick write-ups: "Awakening": Plenty intriguing opener visually. Overgrown brick and limestone ain't seen everyday, and I love your application of the greenery and the nice lighting effect in the final corridor, plus nice Resident Evil 2 ambush with the lost souls busting through the windows. A bit sad that the reward for the optional RK fight is just a chainsaw, though the idea of having optional "harder fights" in DBPs is interesting. "Gilded Cage": Vines, cages and air spaces are a perfect match! A delight to look at, but i'm not too keen on the play. It felt mostly empty, enemies scattered to the point of looking defenseless. RL + Blue armor felt like overkill heh You can also escape the boundaries of the map quite easily (also seen in demo):
"Frasia Marine": Seriously Cuppy, take all the breaks you need, as long as you continue to produce quality dooming like this Haven't quite finished this yet (i'm pathetic on your maps), but from what I've played it's brimming with so many cool and zany ideas!
Outstanding work by mantistoboggan this month, it's been wonderful to work with this pack and such an organised project lead. Many heartfelt thanks for him and to Bill, Cuppy and Joe for putting together one of the best DBPs yet.
These projects keep to get better and better at each new iteration. 9 Playable maps is a very good turnout. Nice and somehow cute theme. That plasma marine was a real asshole but less annoying than its cousins of Schyte 2 and Resurgence. I was rather impressed by the trickery of the breaking glass, is the sound taken from a Tomb Raider game? Sometimes the sound played later which was funny, but I guess there's nothing you can do about it.
MAP01: short and sweet introduction, the overgrown part was cool and added a interesting touch to the theme
MAP02: the tunnels of vines and cages mislead me for some time, it me a while to figure what I had to do. I agree with Aisleen that the map feels empty with all those scattered monsters thoughthe difficulty was fine to me
MAP03: it's time for cupcakes with a trial and error level rather far from the usual Doom leves. I quit this map at the corridor with all the glass windows, I couldn't figure what do to progress and after looking in the editor I discovered that very well hidden switch and that I was few steps away from the exit. It's very difficult to notice it because you can only see from a specific angle. The traps with the barrels were a cute idea. It's also very stingy with the ammo, doing a pistol start is quite tricky.
MAP04: this really feels like a natural progression of MAP02 with similar elements in the theme, very spacious places but the battles were more interesting here. Especially the big brawl at the door after the red bars.
MAP05: A bit tricky at the start, playing continuous you will have less problems, mostly to deal with the staircase of zombie where I wasn't expecting to meet the avs there. There's some good fun collecting the weapons around and I appreciated the platforming part of the central tower. Then worth of mention there's the south-east area with the lifts and the horde of monsters (with other avs in the mix) that keep descending at you.
MAP06: Taking the boat to exit from MAP05 to get into a naval battle. I gave only 1 try and get close to the end but I loved the concept. Maybe I would lower the medkits so they are easier to pick.
MAP07: I loved the big scale in this one and with the atmospheric music it felt like a very good adventure to explore the place. Gameplay is interesting enough until the last big battle in the courtyard. Nice view of the palace and the surrounding scenery. Maybe some rooms can have few more monsters here and there. In the outer area many cacos get blocked by the impassable fences.
MAP08: if Big Ol' Billy wasn't exactly in a good shape to me in the last project in this one is one is back with a map that became one of my favourites from all the DBPs. It's cool how the concept of the map is also tied with the song used. I spent some time figuring out what do until I remembered where there was the YSK.
MAP09: a silly boss map with the good old IoS, but no monsters spawner. You don't necessarily need dehacked and elaborate things when you have some simple but effective ideas. Good way to end the mapset.
Yeah excellent stuff again from gaspe, you always come through with these demos and write ups dude! Now I know what I’ll be doing in front of the tube on a relaxing Sunday afternoon with a glass or two.
I feel it’s important to note on Bill’s MAP08 Cynthia & Henry that there is a start randomiser in place, where the way you exit the beginning room can lead you to a plethora of potential starting points in the map proper. This won’t be apparent to those doing a singular playthrough so it’s good to mention. Some starts can allow you to get kitted up nice and early, and others can have you fighting from underneath for a while, but all are quite doable.
Last Edit: May 4, 2019 21:24:52 GMT -5 by glenzinho
Post by noisyvelvet on May 11, 2019 21:50:38 GMT -5
I got stuck on map03, so i went swimming like a dumb-ass instead of slowing down and looking at the automap... I'll continue them soon i hope. Cool themes, Like the vine/grate mini-maze with mixed projectile cover. It's is something I dig quite a lot. here's fda so far: fda(see next post)
This might be my favorite DBP so far. outstanding theme.
I'm not sure which map is my favorite.
01: I thought the dolls were depicting real girls at first. Since I was trapped in the small room, I eventually punched one. I freaked out when I saw its head pop off. this map showcases stuff like the Breaking Glass feature that I'm glad to see throughout the set. 02: Expands on more subthemes from Map01, but focuses on the more out-doorsy stuff. I'm a patient doomer, so I don't mind wandering around and climbing up the lifts and stuff, especially when i like the setting. It kinda felt comfy. 03: Great map. Tripwires and traps and puzzles at every square inch of the map, which made it extremely entertaining. I went through on nomonsters and figured out my failure at the final room. Because the map is compartmentalized, weird progression puzzles like that work imo because i can't stray too far from the objective. 04: Okay map. It had some cool stuff I like, such as a shoots-n-ladders style layout where you can drop down and land in other areas. They are fun for exploring, but in my playthrough i'd usually drop into a place i've already cleared and have to run through the course again. Probably the most "filler" of the maps, but not a bad one. 05: The main hub was my favorite part of the set so far. It felt like a puzzle that I had to crack out of somehow. When I got the red key though, it turned into a different sort of map. I sorta thought I "beat the map" by that point, so the all-or-nothing lockin fight felt out of left field. A good fight but stressful. The Blue Key fight kinda broke me though. I did see my demise so I saved before rotting in the pit there, and finished the map off-demo; but to finish I had to noclip back up and gather some resources I neglected to pick up earlier. 06: awesome. I liked using the post in the middle as a (sometimes necessary) cover option. I died a lot here and switched to HNTR to finish it. Fun map, and I'm glad it was as long as it was (5 mins) without going overboard. No more than several waves. (puns) 07: Decent map. Interesting to explore. In fact, I tried to find all the secrets. BUT, before finding the last one, the cool one that with the megaarmor that you see from the other secret, I fell into an inescapable pit of water as punishment for exploring. Except, the author clearly saw this at some point in the building process, because instead of adding teleporter and maybe a cute healthbonus reward, they just... made the floor damaging because it must've been marginally easier as a solution... 08: Great map. Tense map because it wasn't forgiving on resources. A long but good one. 09: Nice short bossmap. 10: Great credits map. i loved seeing setpieces from the other maps here. It wrapped the mapset in a bow nicely.