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Return to the Exit

   (5 reviews)
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About This File

You've just reached the exit. But when you try to approach the exit switch... Damn! This quest appears to be longer than you thought.

IMPORTANT: Original KGY2.WAD may *crash* with the Doomsday engine (versions 1.7.8 and above) so make sure you use KGy2_Doomsday.wad with Doomsday.

Demo lumps work correctly only with the original KGY2.WAD. They were recorded by id's DOOM2 engine (version 1.666). The enclosed .BAT files all launch KGY2.WAD, so they can used with DOS DOOM2.

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Unknown date

fun '96 map, but has hidden secrets with weapons etc., played with iddt instead, don't miss ssg in the fireplace

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Unknown date

For a first run (without the automap) this a blast to play, well for me it was. Quite alot of rather mild traps and enough secrets to recover. If you know the map (16 secrets)then there's too much health and ammo. Some parts of the level look nice, other are rather bland. None of the choices you get at the end will kill you but only figured that out by watching the demo. Good 1996 map, coldfusio

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Unknown date

This is from December 1996. It's a mixture of pleasure and pain. The design is crude, with some irritating bits - masses of health and ammo, lots of spurious switch-hunting - but there's a good amount of action and some fun fights, with some creativity. It ends with a multiple-choice teleport that thankfully doesn't kill you (not instantly), and there's an unexpected homage to Wolfenstein. Several unmarked secrets within unmarked secrets, Kelsey Mindfrog.

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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