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.

Rebel Sky

   (2 reviews)
Sign in to follow this  

Guest

About This File

You've heard about the demonic invasion on earth, how legions of dark, mysterious creatures appeared out of the depths of darkness - bringing with them a blood red sky that threatens to set the very atmosphere on fire wherever they tread. The unknown fear of humanity now has a face - after many squadrons of troops have long disappeared, you are now tasked to infiltrate the haunted headquarters of this entity.

It appears this hidden castle fortress is being converted into a staging ground for another invasion - many troops have attacked this effort, but communications have short-circuited, leaving many questions unanswered. Now the operation rests in your hands with uncertainty...

You were supposed to teleport to a flooded graveyard outpost leading to this fortress, but a slight miscalculation traps you in a crowded hall surrounded by locked doors. It seems this headquarters has been partially built into a fully-functioning gateway for the hellspawn, and they've locked down hard in response to previous wanderers. Your job now is to solve this monstrosity they've constructed by releasing these hidden doorways, and acquire the three keys needed to seal their path into the physical realm. Doing this should hinder their effort of continually spawning these nightmares of humanity that have long been sealed away to prevent their return strategy, and pray that the rest of the commandos working elsewhere have been successful in keeping the others away. If you remain trapped in these headquarters, you may never see the light of day again...


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

erzboesewicht

· Edited by erzboesewicht

  

Really good puzzle map in a big dark metal/stone building. It catches the atmosphere of Bob Evans' Eternal Doom stuff, and I think there are even some homages to some other Eternal Doom maps as well (for example, the big two-layered outdoor area looks a bit like the "amusement park" in MAP26).

 

In my experience the puzzles were a bit easier than in "Silures" or "Excalibur", but it's possible that having played a lot of puzzle map stuff since I played Eternal Doom, having played through the whole canon of Bob Evans and Jim Flynn, and liking to search for Doom secrets in every map has made me recognize certain tropes better. The puzzles I liked most were (the spoilers only give minor hints):
 

Spoiler

 

- the "jump loop" before you can open the yellow key area (took me a while to find the switch which opens that area, I actually thought you had to do the loop the other way around)

- the metal outdoor area after the northern cyberdemon where you have to find a way to re-enter the building, and the ledge run to reach this area

- all key puzzles, they were really cool although not too difficult

 

 

Gameplay is good too, at the start ammo is scarce so the chainsaw and berserk are your friend, and midtiers say hello from the start on, but hitscanners are the biggest threat. Rockets should be saved for archviles until you find the first larger cache.

 

9,5/10

Share this review


Link to review
Hypnotik

  

Enjoyed the Midi, matched very well with the Grim, Dark, Gothic atmosphere. I've been searching for wads that have this similar atmosphere, This meets the criteria. My only issue with it though, the amount of Chaingunners. They were relentless. Other than that, Nice work.

Share this review


Link to review
  • File Reviews

    • 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.
    • By Walter confetti · Posted
      Not that bad, even kind of interesting find the secrets in the map! But yeah, that switches jungle is a awful choice really.
×