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Lost Refinery

   (5 reviews)
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About This File

This is a lost toxin refinery hidden in one of the many caverns on Phobos. It is an Episode 1 style level, but noticebly unique to the other episode 1 levels.


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doomedwarrior1981

  
Fun big level one thing though not sure if jumping was required but I couldn't get past one area without jumping

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Unknown date

  
A huge sparsely detailed techbase with mostly good design ideas, but crap texture alignment. I hope you like firing the shotgun, you'll be doing it ALOT. 500 monsters with the chaingun in a secret you'd naturally bypass and the rocket launcher almost impossible to find. I couldn't get 2 of the 15 secrets even with automap. Making us re-cross the whole massive empty level just to get to the exit room was poor form. Still, I played it to the end, and did enjoy it, tho it was a bit repetitive. 3/5

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Unknown date

  
Impossible if you try UV -fast or Nightmare lol

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Unknown date

  
It's a compendium of E1-style architecture, although generally slightly less dense. Unlike the original levels there's 500+ monsters, and thus plenty of action. It gets a bit tedious at times - every room has a large crowd of imps, two shotgun blokes and some demons. Apart from the cacodemons there aren't any other monsters that I could see. It's a bit plain but there's lots of fighting.

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Unknown date

  
Never a dull moment in this one. I felt almost dissapointed when i got to the end! Good fun if you love single barrel "a shell, an imp" action. You can provoke infights easily too, though ammo is rarely in short supply. nashgore.wad recommended for extra splattering action!

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  • File Reviews

    • By Spectre01 · Posted
      Impressive visuals and scale for its time. Epic memes are thankfully limited to secret areas. map04/final quarter stretch is extremely cheeseable compared to the rest. Plenty of time spent cleaning up turret enemies. 3/5
    • By SilverMiner · Posted
      So rarely I see cool things...
    • By Walter confetti · Posted
      Is pretty funny killing hordes of cyberdemons with a toy spoon... Try It!  
    • By kmxexii · Posted
      Do not play this in ZDoom-family ports. An incompatibility with Boom breaks progression in MAP01. There is a cool effect where a tech column barrier blocking the way to the red key basement is "disappeared" by what I believe is a short-lived scrolling floor effect; this should happen after handling the Hell knight teleporter chamber in the northeastern wing that comes off the main yard. I verified the correct behavior in Eternity after banging my head on the wall for at least a half hour if not longer; this is probably the source of the frustration felt in the comment dated 3/27/07 and the anonymous comment where the player knows where the red key is but can't access it.
    • By Bryan T · Posted
      This was fun.  Map19 was the highlight.  Map02 sucked balls.
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