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Outpost of Malice

   (16 reviews)
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About This File

The Outpost of Malice blocks the only viable entrance to a vast island labyrinth in the middle of a lake of blood. Marine spys have noted heavy enemy resitance inside the structure which has prompted curiosity from the military high ups as to what lies in the labyrinth that requires so much protection. Contact from the spys was soon lost after confirmation of enemy resistance, and they are presumed captured and most likely dead.

Your mission is to penetrate the outpost and gain access to the island labyrinth. If you happen to find any spys who are still alive please attempt to rescue them as well. One spy reported that the main entrance to the outpost does not require any key, but it is heavily guarded.


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That One Gecko

  
Item placement on UV in nonexistent. I like a good fisting now and then too, but this is a bit much.

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Unknown date

  
open, bland areas and rooms - with goodwill 3/5

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Unknown date

  
This map sucks ass. I didn't find one clip or anything. Wow it's big fun to run around punching monsters. Nice missing texture right off the bat. 3/31/07

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Unknown date

  
This is like stepping back in time to 1995. I was still a virgin then. It's basically the biggest 1995 castle level ever. It's entertaining but very diffuse. It should have been smaller - there are relatively few monsters, and they are scattered over a wide area. There's very little ammo as well, so it's not very action-packed. You have to chaingun snipe all the time just to save bullets. Boring caverns, lots of long empty corridors. Could do better.

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Unknown date

  
A nice little challenge for the Average Doomer. Though don't try to blast through the door on the lower level with the Shotgun -- it's suicide unless you have a SSG to deal with the Knights/Baron in the next two rooms. Go around this area using the upper doors instead. Ammo/Health is tight, you can't afford to waste much in either category. Detail is okay, nothing spectacular but not flawed either. 3 Stars, worth a play.

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Unknown date

  
I liked the design. I didnt like the ammo/health placemeant, therefor I stopped playing after a few minutes. 3/5

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Unknown date

  
A huge hellish castle map which made my jaw drop. On UV its very tough and challening. Ammo Balance is good and you have to save often or you will be laying in your blood. Architecture is good. I loved the basic 1994 like hellish style of this map and there was some very nice lighting effects. The realism was perfect. A few texture misalignments but who cares!. 5 Stars -PC

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Unknown date

  
Kinda tough on UV til you find the chainsaw, gets better then but still hard. Some unbalanced places, often low ammo, or ammo concentrated in a single place. Nearly no ammodroppers, but lots of ammoeaters. Anyway, map is fine, kinda large lacking some detail in places (retro look) but at all worth a play.

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Unknown date

  
Pretty bland and average. 3/5

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Unknown date

  
It was ok. The outer areas were pretty bland. The ammo/health balance on UV was too cheap. You don't get enough ammo or health.

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Unknown date

  
The hugeness of the map really turned me off.

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Unknown date

  
For my personal taste, this map have a 4/5 whit no doubt - Daimon

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  • File Reviews

    • By Gaia74 · Posted
      I must say that although it is a wad of terry, I would like to find a serious one like this, new enemies very interesting and original just for their attacks, bosses that have inspired me (and you can see it in my creations) and it is really amazing like this wad despite having their terry traps is entertaining and much better than many wads of 32 levels, if you want to have something interesting to play and different as long as you ignore the story is fun filled with very good boss fights, excellent music, this is an option although if you can not stand the terry traps just do not try it   5/5 to be a joke wad   Gaia74
    • By Chipchase · Posted
      A quarter of a million monsters in a gigantic flat square room. It is said to be for stress testing source ports (and your PC?), otherwise it's on the other side of crazy. It took my PC nearly two minutes to load the wad (I thought it had crashed) and I took less than two seconds to die. At least it ran - the author says he never even managed that.
       
      The first screenshot has a high viewpoint because an Archvile lifted me. The second shows it in the Eureka editor; seeing only about 4% of the area, and every red square is a heavyweight monster (yellow selecting a caco).  and Doomguy is in the bottom left corner. Eureka was crawling, almost unusable - how did the author even build this?    
    • By CaptainResident · Posted
      This was great. Great joke wad and a great Terry trap collection. Instead of the generic "Oh it's a well made map at first then BOOM" it's actually a well-made megawad that simply has them as little traps that can be avoided. It's able to be completed, seriously. That's new. I especially love the final boss and highly suggest using a cheat against him. Trust me, do it, it'll be worth it.
    • By defiatron · Posted
      This wad is fucking legendary.
    • By geo · Posted
      Are you up for a brutal, non stop challenge through detailed, but bland environments? The Secret Energy doesn't let up, so it's either a low health slaughter map or a speed runner's dream to get from switch to switch, all while enemies constantly spawn in with each button press. There's little health for such meaty enemies and even on the easiest difficulty, it's a slog to kill them all. To balance out the lower health, there are less hitscan enemies that seem to be relegated to a few chain gunners that can get distracted in a sea of madness.   It feels like a punishing experience from the first room. It fills with imps, then pinkies, then flying enemies, then revenants and a cyber demon. The entire map is like that. Enter a room and it will flood in via waves. Each wave opens up something new and you need to find where that new thing is. Is it a switch on a wall? Is it a switch inside of a pillar? Did a door just open up? Are you supposed to go back into the main corridors of the complex? At least on my first play through, I felt there was a poor flow to the level.   The place is so big and centralized, you might miss where you need to go next. No arrows, the switches are around corners and walls inside of rooms that may or may not have opened. The game has its detail, but detail with greens, browns, a few blue wires across the floors, perhaps to guide you to the next area. It was all lost on me and blurred together into a jumble. While the structures of each new room was different, it's the color scheme and darkness that stayed the same.   Give it a try. There is something redeemable in here for those hardcore enough to endure the first room, let alone the entire map.
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