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 Hidden Warehouse

   (5 reviews)
Sign in to follow this  

Guest

3 Screenshots

About This File

One day you hear of an evil force that has taken up residence in an abandoned warehouse on the edge of the ocean. It is rumored that the heart of this very place is the entrance to Hell itself! Locals tell of many would be heroes that entered that forsaken place and never returned. You doubt their theory and go ahead and accept this suicide mission little knowing of the perils ahead!


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

  
Ugly. 1/5

Share this review


Link to review
Guest

Unknown date

  
meh. it's alright. There's one hall of mirrors though. The Room with the teleport that gets you to the blue key, it's outer walls have hom. Just lettin ya know.

Share this review


Link to review
Guest

Unknown date

  
This is from 1996. The author specialised in mundane locations. His email address suggests that there were 34 other people called "super_shotgun" on Yahoo; obviously an unimaginative lot. The level itself is an unremarkable warehouse map, with right-angled mazey corridors and - yes - crates. It's sins include crush traps, unmarked secret doors, slime mazes, loads of health and ammo, uniformly close-range fights. I wasn't a fan.

Share this review


Link to review
Guest

Unknown date

  
I tried to play this, but couldn't really get into it. The layout was a bit meh at best. I'll give it a 2 for effort.-Candle M

Share this review


Link to review
  • File Reviews

    • By Chipchase · Posted
      More tripe.  Huge badly designed and featureless rooms that give you leg ache just watching going through them. The opposition from monsters is pitiful. 
    • By Chipchase · Posted
      A busted crock of shit. The map is random scribble, it's insane.  Why do they upload this tripe?  The third screenshot above gives an idea what to expect.
    • By Chipchase · Posted
      Consists of some rooms to be opened in key sequence from a central area. Doors are narrow and each reveals a row of monsters waiting for you, and you don't have enough ammo (I had to cheat). No atmosphere, bright lighting, and mostly Wolfenstein-ish cuboid rooms. Technically OK, with minor texture mis-matches. At least his own summary was modest.   Give it a miss.
    • By NuMetalManiak · Posted
      cannonball is yet another mapper who will probably take some getting used to when it comes to his maps. I remember hating on Return to Hadron when I first played it, but after subsequent plays it got easier. the same can be said for a lot of his other wads.   while this is my first time playing through Sparta 2, I easily got into cannonball's playstyle. his architecture style is always the same, as are his usage of monsters, basically you'll be running around often in the heat of monsters; the space is wide enough to accomodate this kind of playstyle and you just gotta be quite wary of where projectiles are flying. even if the monster count is low the layouts make things rough. but overall, what I like most about cannonball's maps is how well they can be run through. sure, you're gonna be dealing with a fuckload of carnage in these maps, but they all are very speedrun-friendly which is a plus. notable maps include:   MAP08, which is probably the roughest start in the wad MAP12, which has a false sense of security with its monster count. the two slaughter finales which are both well done.
    • By Summer Deep · Posted
      I don't pretend to understand any of the promotional material accompanying this map, relating to wizards and the like, and it just seems like a typically unsubtle early offering, albeit on a grand scale. One of the reviews says you can't get out of the Cyberdemon arena once you've teleported into it near the start, but the bad news is that you can. The final room with the Spider Mastermind is quite lively and entertaining, if you persevere that far.   The version of this I played was a Doom 2 conversion, which ran in the MAP10 slot, with some Revenants, chaingunners and Pain Elementals, but if you download the one on this page you'll probably get the original wad.  
×