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Phobos Power Station

   (9 reviews)
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1 Screenshot

About This File

Another good old fashioned E1 type map


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Guest

Unknown date

  
Fun gameplay, interesting layout.

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Guest

Unknown date

  
Who in the world rated this so low?

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Guest

Unknown date

  
Very e1-ish. Fun stuff.

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Guest

Unknown date

  
decent stuff. A bit too dark, maybe, and I was sometimes quite short on ammo, but that doesn't matter much. Old school!

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Unknown date

  
Too dark, too easy and, like in the other map, finding the correct path is a pain with those dam key switches. 2 Stars. --- Starburst

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Unknown date

  
Very nice map. Classical feeling, with a bit more detail, but not excesive. Action is good, and just not another lineal map. Keep your good work.

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  • File Reviews

    • By Fireseth · Posted
      Only six enemies (played on UV) and no working exit. Other than that, it is a pretty detailed map for 1995. I enjoyed the general design and the poisonous vats of acid. Very cool, but not practical for good gameplay.
    • By CravenCoyote · Posted
      Lots of traps and monster closets. Some switches are activated by shooting but there's nothing to really tell you about this because they look the same as other switches.   Texturing is good and enemy placement proved rather difficult at times. There aren't may health pickups on UV so it was a fight to get through.
    • By costadevale · Posted
      It's pretty good for 1994. If you don't mind having no health items at all (except in a few maps) and the outrageous amounts of cyberdemons per map, you should give it a try. It's pretty challenging and I like it. E2M3 is a bit 'eh...' though.
    • By entropy122 · Posted
      What the actual f*ck is this map. I love having 4 rockets, a shit ton of bullets and like 10 shotgun shells to take out a revenant, and whatever was in that cage. Doesn't look too bad, maybe this negativity is cus im no expert, also rather unskilled at the game?
    • By Pepo · Posted
      thank god Underhalls was the map that followed this mod as that level was able to remind me what actually competent level design looks like.
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