Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
  • NOTE: There is a known issue with the most recent entries having screwed-up information and links. Some databases are out of sync and we haven't been able to fix it yet.

The Outer Darkness

   (16 reviews)
Sign in to follow this  

Guest

1 Screenshot

About This File

This map is heavily inspired by Episode 4 of The Ultimate Doom, especially E4M1 and E4M6. It was originally made for a project called The Ninth Gate that never saw the light of day.

Most of it was made (on and off) during 2001-03 using DoomCAD (the exit area was built using Doom Builder though). I didn't know you could select multiple linedefs in DoomCAD back then, so I was actually insane enough to manually select each and every linedef, apply the texture and align it. If only I had that kind of patience/time now :)

The map is very straightforward (too straightforward maybe?), so you shouldn't have any problems finding your way. The level music is from Duke Nukem 3D, the other tracks (which are awesome IMO) were composed by Damian Lee.

Note: The lava in the map doesn't hurt, it's used for artistic purposes only.


User Feedback

Create an account or sign in to leave a review

You need to be a member in order to leave a review

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Guest

Unknown date

  
This is an ice-looking, unexceptional level that reinforces the brilliance of the double shotgun. When I first played Doom II, I was disappointed that there was only one new weapon; but playing this Doom I level with cacodemons and frickin' lost souls I was reminded just how tedious and sloggy the single shotgun was. It was fantastic in its day, but that was 1994. For some reason the lava doesn't hurt.

Share this review


Link to review
Guest

Unknown date

  
Pretty good, but it feels overlabored. Some areas are too cramped.

Share this review


Link to review
Guest

Unknown date

  
This is a pretty cool level. Some areas feel a bit cramped and tight. I thought there were too many lost souls and cacodemons. 4/5

Share this review


Link to review
Guest

Unknown date

  
I love the style of Varun's maps. I wish there would be many more. 5 stars.

Share this review


Link to review
Guest

Unknown date

  
-1 for Doom1. 5/5 Zalewa

Share this review


Link to review
Guest

Unknown date

  
Is it only my opinion, but I really feel on the design, that the author come from India ;) Design and details are great and atmospheric. The gameplay suffers by some cramped rooms. But overall really good map. 4/5 - Damned

Share this review


Link to review
Guest

Unknown date

  
^I agree, the map was well designed but the gameplay was quite frustrating in later level, the point where I had to fight a Cyberdemon (in my case it was another monster because I used AEOD) to the room you get teleported which is filled with monsters surrounding you (fuck that room because I died few times, I was low on health) was a very frustrating experience, there was ammo but not health very much, which kinda ruined the gameplay. I will be generous and give 4/5. -Doomer95

Share this review


Link to review
Guest

Unknown date

  
The design was great, I love the style and it's very detailed and polished, but I totally hated the gameplay. Actually I'm usually much more sensitive to architectural creativity than occasional frustration in gameplay department, but here the inconsistency is so big, I'll have to dock down for it, even if it looks quite bloody awesome. 3 stars. -TeH NeXus

Share this review


Link to review
Guest

Unknown date

  
Nice detail, kinda cramped areas and hard gameplay, though good enough for my taste. 4/5 - OPtimus

Share this review


Link to review
Guest

Unknown date

  
Looks better then it plays, wood/marble map. Unless you jump you can get stuck in the opening room. It is indeed too straightforward, you go from switch to switch. Compared to e4m6 it doubles the monster count but they're easy to kill (on uv), ammo/health balance is too generous too. This map looks great but I found it boring to play 3/5 coldfusio

Share this review


Link to review
Lightning Hunter

Unknown date

  
A fantastic looking map that is let down by the layout. There is a baffling "secret" near the start that allows you to skip most of the map, but with no ammo or weapons to fight the last few hordes guarding the exit. To make things worse, you can't backtrack to get the weapons that were skipped. The layout is also cramped, making the game play annoying. The lava doesn't cause damage, which is silly. Odark is visually very impressive, but suffers on the game play front.

Share this review


Link to review
Guest

Unknown date

  
Loved this map, and didn't find gameplay issues. Should have been tacked right into E4.

Share this review


Link to review
  • File Reviews

    • By Chipchase · Posted
      I guess this was meant to be a serious wad, just using a trick to make the C-Demon hard to see. I don't think it was a deliberate troll of the style that caught on later, eg Sand Chain and the Terry wads. IMHO it nowhere near holds the record for "worst wad ever" (even if it did once) so it is now "over-rated" in that respect. I was a bit disappointed, I was expecting worse LoL.  
    • By NuMetalManiak · Posted
      Doomers these days have varying levels of patience. I know I have some of the worst when it comes to quickly finishing areas and moving on, which is why I prefer shorter levels most of the time. this particular map, a Maximum Doom map by the way, is one that completely tested my patience.   this is 8 levels long, from E1M1 to E1M8, and is sort of a proto-slaughtermap episode replacement. every map here has at least 200 monsters, and the layouts of each say that they are compact in size. so the action would be pretty good and fun right?   WRONG   while it's fun to kill all these enemies, this is honestly horribly balanced. on the first level, you only really get a shotgun and a chaingun, and it took me a while to get just one armor too. is that the worst part? I can actually enjoy the challenge of such a gameplay scenario so no. what's problematic about each and every level in this wad is that when you're not killing enemies, you're just sort of fucking around. in other words, you're switch hunting. but this is the worst kind due to lifts that have zero indications that they are lifts, as well as switches that have zero indication of what they did. not to mention some walls are triggers, when they really don't have any indication that they really do anything. oh yes, and mandatory secrets and backtracking. I would like the combat more if it gave more weapons too, not one plasma gun or BFG in sight, and all that backtracking just...fucking...headdesk. there's no reliable way to even speedrun this, to the point where I wonder if the author ever realized that other's would tire the fuck out over it. "these are the easy ones" this has all the hallmarks of a bad Maximum Doom map.   it's amazing how varied my Maximum Doom experience is so far. there are some really fun maps, mediocre but quick maps, and some long and nasty ones. I'm honestly trying to avoid reviewing any maps from there but i'll make an exception for this particular one since it's just unbelievably bad.
    • By Chipchase · Posted
      Pointless crap.  A small yard, empty except for a futuristic shotgun. No monsters and no exit. See my screenshot and you've seen it all.  
    • By Doomkid · Posted
      Classic funny little skin, still used in servers to this day so I think it deserves some love.   I like that the voice clip says “WHERE ARE A MY PANTS?”
    • By Chipchase · Posted
      More an exercise in 3-d artwork than a game. Just someone's bedroom with a HK in a tiny lobby outside the door, and a Caco in a tiny yard outside the window. A BFG and Invisibilty Sphere are also in the yard but you can't get out there. I think the name is a clue - maybe this was the start of a bigger level, then abandoned. He ought to have allowed it as a base for development.
×