Review: “Temple Of The Lizard Men IV” (WAD For “Doom II”/ “Final Doom”/ “GZDoom”)

Well, it’s time for this month’s “Doom II” WAD review and I’ve got a real treat for you! Today, I will be reviewing the fourth instalment in Alando1’s excellent “Temple Of The Lizard Men” series (you can check out my review of the third one here).

Surprisingly, this is a modern “Doom II” WAD [technically a “.pk3” file] that will (mostly) run on older computers 🙂 As such, I was able to use a slightly older version of the “GZDoom” source port to play it (rather than the “ZDoom” source port I usually use these days). However, “Temple Of The Lizard Men IV” requires GZDoom. So, make sure you use this source port! Still, kudos to Alando1 for making a modern WAD that actually runs on older computers 🙂

Anyway, let’s take a look at “Temple Of The Lizard Men IV”:

Seriously, even the intro movie is absolutely epic!

“Temple Of The Lizard Men IV” is a set of 36 new levels for “Doom II”/”Final Doom” that were released in 2017. However, you will only actually play about 20 of these levels during a playthrough of the game, since this WAD uses a rather interesting branching path system where some levels have multiple exits. What this means is that the levels you play will actually be different depending on how you complete previous levels.

In addition to this branching path system, “Temple Of The Lizard Men IV” also includes new music, textures, monsters, weapons, items, skyboxes, voice-acting etc… And, in keeping with tradition, it also includes multiple playable characters too. Interestingly, there are actually a couple of new characters here too.

Ok, I played as Beka again, but there are a couple of new characters too. Interestingly, each character now also has stats too.

The story to the game is fairly similar to previous “Lizard Men” WADs. Basically, you play as an Interpol agent who has to investigate reports of mysterious attacks on researchers, soldiers etc.. by lizard creatures in an Aztec/Mayan temple in South America.

Personally, I absolutely love WADs that include Aztec/Mayan-style locations (like the amazingly brilliant “Ancient Aliens” and one part of “Skulldash), so it’s always cool to see this 🙂

However, this game is a lot less story-based than the previous instalment in the series (and it contains fewer horror elements too). Yes, you’ll occasionally find PDAs that give you some story text, you get to rescue some civilians at one point and there will be short text screens between some levels. But, I got the sense that I was playing a set of cool levels rather than experiencing a story.

So, it’s a lot more like a “normal” Doom II WAD in this regard, with the emphasis being more on the gameplay than the story. Which isn’t a bad thing 🙂

…unless you happen to be a reptile, that is.

In terms of visual design, this WAD is absolutely stunning! The WAD makes full use of GZDoom’s additional lighting effects to create some wonderfully atmospheric locations. Not only that, the many new textures on display here really help to make the locations look like ancient temples, evil underworlds etc… Seriously, this WAD looks really, really cool:

Yay! Awesome lighting 🙂

And there are more traditional gothic/ medieval locations as well as the cool Aztec/Mayan-style ones 🙂

And just look at the textures here too 🙂

Plus, like in the previous “Lizard Men” WAD, you actually get a torch too! This seems like a trivial thing, but it’s one of the best ways to stop “atmospherically gloomy” locations from becoming “frustratingly dark” locations. However, unless you look through the “controls” menu, you might not realise that you have it.

In terms of the level design, it’s really good. There’s a good mixture between fast-paced levels, arena-like areas and quite a few “traditional” style levels that require exploration. Although there’s the obligatory sewer level and an underwater level, one cool thing is that a couple of the levels include a slight hat tip to the original “Doom” games too:

For example, this area is a bit like the beginning of E1M3 (?) in “Ultimate Doom”

In terms of the actual gameplay, “Temple Of The Lizard Men IV” is 1990s-style FPS gaming at it’s finest. There’s challenging combat and non-linear levels aplenty here! However, the style of the gameplay is much more in keeping with classic 1990s FPS games like “Blood“, “Heretic” and “Doom II” than it is with the previous instalment of the “Lizard Men” series.

In other words, there’s much less of an emphasis on nerve-wrackingly intense claustrophobic combat and more emphasis on ordinary “Doom II”-style combat (with the occasional boss battle and “Serious Sam“-style monster filled area keep things interesting).

Such as this epic battle beside a pyramid.

This combat is kept enjoyably challenging through the careful placement of ammunition (the game doesn’t starve you of ammo, but it doesn’t give you too much either) and through variations in the quantity, placement and strength of the monsters you fight.

Interestingly, this WAD also includes an episodic structure (with an episode selection screen similar to those in “Ultimate Doom” and “Duke Nukem 3D”). However, if you start from the first episode, then the game will just play through subsequent episodes seamlessly, with no loss of weapons or items at the beginning of each episode. This is the best of both worlds 🙂

However, unlike classic 1990s FPS games, the puzzle-solving elements of this WAD have been scaled back a bit. Yes, you still have to find keys and switches. But I only encountered two relatively easy puzzles – a simple combination puzzle and a path-based puzzle (with a map/solution nearby).

Still, as long as you have a pen and paper handy, this path-based puzzle isn’t too difficult. Especially since the game literally gives you the solution 🙂

Yes, you might get stuck occasionally (eg: there was one level where it took me a while to find an underwater corridor I needed to explore to find a key). But, for the most part, the game flows really well – with the emphasis being firmly on exploration and action.

In terms of the new weapons, they all look and sound suitably powerful. Not only is the basic knife a genuinely useful weapon, but you can also find upgrades for some of the weapons too (eg: accuracy and reload speed upgrades for one of the shotguns, a laser sight for the assault rifle, an upgrade for the rocket launcher etc..).

The laser sight doesn’t seem to do that much, given that the game already includes a crosshair.

The game also includes a slight mixture of “realistic” weapons and magic-based weapons too, which help to keep things interesting. Plus, although some of the weapon sprites are borrowed from other games, the weapons still “work” in a unique way.

However, many of the weapons require to you manually reload them by pressing the right mouse button. Whilst manual reloading systems might add “authenticity” to modern militaristic FPS games, they have no place in old school-style games where the emphasis is on fast-paced combat. This is why the original “Doom” doesn’t include much in the way of reloading mechanics. Having to reload might be “realistic”, but it gets in the way of the action slightly.

Ok, double-barelled shotguns are the ONE exception to this rule. But, apart from this, reloading animations have no place in classic-style FPS games!

The array of new monsters on offer here is really cool too. Yes, I’ve seen pretty much all of them in other “Doom II” WADs and/or old FPS games before, but they really help to add some variety to the gameplay. The game also includes several bosses too, although some of these are just variations on the same minotaur monster from “Heretic”.

Interestingly though, the final boss battle is the easiest one in the game. Probably because he isn’t a giant minotaur.

However, if you’re using an older computer, then one of the new monsters will quite literally crash your game!

In the “Bowels Of The Shadow World” level, you will encounter nude demons who shoot flames at you (and, yes, this WAD contains nudity – albeit less than in the previous instalment). If you’re using an older PC, your game will probably start slowing down as soon as the first few flame effects appear, before unceremoniously crashing to the desktop a few seconds later. In fact, the only way I was able to finish this level was by using the “freeze” cheat in the GZ Doom console. Still, these game-crashing monsters only seem to appear in one level.

In terms of the music, voice-acting and sound design, “Temple Of The Lizard Men IV” is outstanding! Not only is the music that plays when you start the game absolutely overwhelmingly epic, but the game also occasionally includes things like heavy metal music, more ambient music and even a gothic rock song (with lyrics). Plus, although there is much less voice-acting than there was in the previous WAD in the series, the voice actor for Beka sounds a lot better than she did in “Temple Of The Lizard Men III”. Plus, one of the level bosses actually gives you a short ominous-sounding speech when you first encounter him too!

Not only does this level LOOK really metal, but the background music is heavy metal and the boss even gives a really badass speech near the beginning of the level!

The sound design is also absolutely stunning too, with the monsters sounding suitably menacing and the weapons sounding suitably loud.

In addition to this, there are some cool background effects in some levels, such as the occasional screeching of an eagle during the earlier levels of the game. However, some of the low-level lizard monsters still use a sound effect from one of the more powerful monsters from “Shadow Warrior” – which can be confusing since this monster (with a different sound effect) is also included in the game too!

All in all, this instalment in the “Temple Of The Lizard Men” series is brilliantly fun. Although it moves away from the claustrophobic intensity, disturbing horror and more focused storytelling of the third instalment in this series slightly, it’s an incredibly fun set of levels. The branching path system gives it some replay value, the level design is really good, the locations look really cool, the music is epic and the combat is enjoyable. If you miss the days when FPS games were FPS games, then this WAD is well worth checking out.

If I had to give it a rating out of five, it would get at least four and a half.

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The Joy Of… Mixing Ancient And Futuristic Things

Although this is an article about art, comics, literature, film etc… I’m going to have to start by talking enthusiastically about computer games for a while first. As usual, there’s a good reason for this that I hope becomes obvious later.

A coupe of days before I originally prepared the first draft of this article, I suddenly noticed that the fourth instalment of the “Temple Of The Lizard Men” series of fan-made “Doom II” levels had finally been released 🙂 And, unlike some modern “Doom II” levels, it would actually run on my computer too 🙂

If you’ve never heard of “Temple Of The Lizard Men” before, it’s a series of full-length fan-made sci-fi/horror level sets for “Doom II”/”Final Doom” which revolve around fighting lizard monsters in ancient Aztec/Maya-style temples. It’s kind of a little bit like the original “Unreal” mixed with some elements from “Serious Sam: The Second Encounter“, but with more horror elements.

This is a screenshot from “Temple Of The Lizard Men IV” (2017). Yes! A modern “Doom II” WAD that both looks cool AND works with slightly older versions of “GZ Doom” too 🙂

Anyway, like with another really cool set of “Doom II” levels called “Ancient Aliens” (and the previous “Lizard Men” level sets, like this one), I really love it when people blend ancient-style architecture and futuristic sci-fi.

Some other example of this blending of ancient civilisations and futuristic sci-fi include Iron Maiden’s “The Book Of Souls” album, which does this in the opening song. Then there are the various zones in “The Crystal Maze“, and the scenes from Ridley Scott’s “Blade Runner” that were filmed in the Mayan-inspired Ennis House. Or perhaps the futuristic version of Ancient Egypt in “Stargate SG-1“, or.. Well, I could go on for a while.

So, why are mixtures of the ancient and the futuristic so incredibly cool?

The first reason is that because “old” things are juxtaposed with things that are meant to be from the distant future, it creates something of an association between the two things within the minds of the audience.

This means that whenever the audience see old buildings, old castles etc… in other contexts, they seem cooler and more “relevant” due to their association with modern creative works (for example, although it doesn’t really contain any sci-fi elements, “Game Of Thrones” changed my entire attitude towards the middle ages). So, these types of stories, films, games etc.. help to make history even more interesting than it already is.

The second reason is because of the contrast between the distant past and the distant future. Usually, creative works in this genre will include the idea that people in the ancient world were more intelligent and/or advanced than we usually think. And not only is this really intriguing but, in some cases, it’s actually true too. For example, just look at ancient Persia – they had a type of air conditioning and a type of refrigerator too.

Thirdly, there’s the fact that things in this genre include two time periods that we’ll never get to see directly (yes, we can deduce things about the past from historical artefacts/documents and we can attempt to predict the distant future, but we never get to directly experience either).

So, seeing a representation of both time periods within the same creative work reminds us of the vast scale of time. It also makes us realise that the present day is somewhere between the ancient past and the distant future. So, by extension, our lives already include elements from both.

Finally, this genre is cool because it reminds us that some things are truly timeless. Whether it is lighting design, architecture, visual arts etc… things in this genre help to remind us that there’s nothing entirely “new” in the world.

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Anyway, I hope that this was interesting 🙂