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Extreme Terror

   (27 reviews)
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19 Screenshots

About This File

Demons have once again invaded a UAC military base. Since you seem to be good at stopping such invasions, the UAC has sent you to contain the situation.

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Hurt Me Plenty


Super cool and fun level. I loved the different areas of the base and the objective status. Especially the reactor puzzle. Very well made!

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having only played a handful of YukiRaven maps, it's pretty much been sort of the same thing with my experience, nicely done visuals and lighting and storyline-based gameplay. it's going to be a linear ZDoom-mission-style map, which may not suit everyone's fancy but i'm okay with it. combat's fairly decent and pleasing for those who will be playing on the lower settings, and the pacing is good too. the boss at the end can be quite hard, might want to get rid of the other monsters so you can focus clearer on the boss. also the deactivating of the counter, I pretty much tried random combinations till I got it right. other than that, yeah, this is a good map.

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What a nice map!


I loved the colors, the use of 3D floors and slopes, and all the extra little tidbits you threw in - the switch beeps, the force fields and on and on.  A really well put together map.  One which made for a great gameplay experience.  A must-play for just about everyone!

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Really enjoyable and well designed techbase map.


The overall atmosphere made me remember Doom 64, or Unreal, especially thanks to the work with color lighting and good sounding music. The gameplay seemed difficult on UV at the very beginning, because of the abundance of hitscanners, which could very effectively control the space of the map. At the moment, when player get super shotgun, all thing come easy, but the gameplay still holds in suspense, because opponents attack unexpectedly. A great challenge for an experienced player.


I'm glad to found another good map to place it in my collection.


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Nine Inch Heels


Very rich in atmosphere and variety, outstanding soundtrack, and nicely detailed. If you enjoy GZdoom features, or want to see a good example of what GZdoom can bring to the table, you don't want to miss this amazing experience, because this one's got all the bells and whistles.


UV, the intended difficulty, makes for a very nice first time challenge, and displays the author's understanding of how to create dynamic gameplay by way of monster placement. I wouldn't recommend trying this on nightmare difficulty though, because that's when things get messy really fast.

Why am I only giving 4 stars you ask? Because hitscanners are used a bit heavy handed at times, which simply isn't my cup of tea, eventhough it makes perfect sense in terms of theme for this map. In addition to that I can't give 4.5 stars, which I would have done, because that's how good this is.

This is a work of art that deserves way more attention than it has gotten so far. Give it a go, it'll be worth your while.

TL;DR: The only reason I am not giving it a 5 star rating is my own personal bias.

Are you downloading this yet? Just asking, because you should be.

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I was completely blown away by this map. The textures are amazing & lighting adds depth. The gameplay is superb & well thought out. Thematic. The custom music is amazing & guides you naturally to a mood & tone. Unquestionably legendary!! Download twice!!

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Damn good.

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Bryan T

Very cool. Can get a little confusing at times. Colored lighting is always nice to see and the music was quite good. Everyone should try this out.

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GzDoom done right; an absolute must-play!

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i like it :) 5/5

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  • File Reviews

    • By Ordon · Posted
      well, the concept is good  BUT...   WHAT THE FUCK EVEN IS THIS??
    • By Cinnamon · Posted
      Definitely shows its age. It was a real grind to play through, mostly due to the levels being boring, but also from a remarkable over-reliance on hitscan, especially shotgunners. For some reason. The third episode does indeed pick up much of the slack, but with the really fun levels being shining exceptions rather than rule for two thirds of the WAD it still left me annoyed and exasperated in the end. The maps look fine most of the time and the music is good to really good, which is something to hold on to. I would still advice my past self to skip most of this one.    
    • By Cinnamon · Posted
      There's not too much for me to say about this one. While it isn't exactly my jam 100% of the time, I'm struggling to see how any creative endeavor could entertain me so thoroughly, throughout all the 32 parts of it. Ancient Aliens is charming, somewhat challenging, mysterious, well-paced... I could iterate over plenty of different variations of lavish praise, but I guess that in and of itself describes my feelings: AA is remarkably well-rounded. A DOOM blockbuster - and I use that description as an honest compliment rather than the pejorative it's sometimes thought of. One for the ages, and it'll be one of the WADs to which many of my future experience will be compared.    
    • By VoanHead · Posted
      On second thought, this wad is kinda mid if you ask me. After playing through all of it on pistol-start I wasn't really blown away by it. The midi pack that was made for this in 2020 was very nice if you ask me, but why this wad ever deserves a midi pack when it's so bland is what makes me scratch my head. Idk man, I didn't like this one as much as others do :/.
    • By baja blast rd. · Posted
      This reads as an early example of arcade-style mapping.   Areas are defined largely by color combinations, with no real overarching theme to the map: there are silver techbase rooms, brick-like Earth rooms, red hellish rooms, without much in the way of detailing or setting-building -- all centralized around a square hub room with key doors, which repopulates with monsters each time you find a key. It's on the simpler side visually, but still a very clear step above "monotextured square rooms"-type design, with some solid architecture, shapes, and texture combos here and there, and even a clever crushing UFO-like "ring" at one point.    The gameplay concepts are very straightforward, with one exception being a room that has you platforming over damaging floor while closets of lost souls and cacodemons open up. Instead, the bulk of the fighting is more often dished out as blocks of monsters often revealed in closets -- blocks at a density far below what you'd consider slaughter. Some of the potential fun involves herding monsters towards barrels; once I waited several seconds for chaingunners to walk halfway across the room, right next to a clump of barrels I could blow them all up with. The ending fight is designed for you to pour rockets into two static cybs while circling, and I skipped that one.    Completed in a bit under 10 minutes.