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UAC Invasion: The Supply Depot

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About This File

The map is about a Marine who must infiltrate a large base of the UAC corporation because there are indications that secret experiments related to portals and Satanism are taking place. The protagonist hides in a UAC truck that goes to the complex and get infiltrated. But once inside the facilities he realizes that something terrible has happened there, it seems that he is not the only unexpected visitor...

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Something I really hate is when you start a level and immediately you are confronted with a monster to kill, before you've had any time to look around or assess your situation.  Of course such time would be wasted on this map, which consists entirely of cubicles, tiny offices, and meeting rooms which, while well-put-together, are completely boring and collectively make up the worst possible environment for a video game.


This is to say nothing of the fact that half of the textures seem to be replaced by a placeholder graphic, as if new wall textures were supposed to be added but were removed or simply never imported by the author, making the entire level ugly and raising the perfectly valid question of why they bothered to publish this level in the first place.


The custom music, while very pulse-pounding in its own right, got very irritating after a while, and I began to resent the author for bothering to add custom music for a level that clearly took some time to design but which ultimately had no purpose whatsoever.  I can't say it's not fitting for the fast-paced shooting action this level demands, but it doesn't belong in a level for a video game, at least in my opinion.


And I put up with all of this for something that ultimately turned out to be a slaughter map.  There's no complexity here; you start the map and immediately are assaulted by a massive wave of enemies, many of which hilariously got stuck in the tiny corners of the level geometry or got lost trying to find me after I ducked around a corner to lose them and look for more ammo.  That's another thing about this map: Even though it's fundamentally very simple in design, it's filled with little nooks and crannies that you have to check to find health and ammo, something that I personally didn't have a huge problem with but which proved very annoying.  Incidentally it was because of these niches that I didn't find the rocket launcher until I'd already cleared the level, which was incredibly irritating.


I will give this map some small credit in that the rush of monsters is made all the more intense by the cramped office environment, which might make it a little more tense than in maps where everything is more spread-out, but that doesn't make up for the gripes I mentioned above.


More minor annoyances include a meeting room with health and armor bonuses which are apparently impossible to pick up unless you have jump enabled, repeating level features such as identical trees outside identical windows and cookie-cutter cubicles making it surprisingly easy to lose your bearings, impassible linedefs used to prevent the player from climbing up certain surfaces because apparently it's really important that we leave through the front fucking door, and a level exit switch which isn't aligned properly with the linedef it's attached to.  And just to put the cherry on it, when I did press that switch I got an awful and completely unnecessary text crawl, complete with error messages indicating that some music files could not be located, and finally a black screen.  Wow did I find a lot to complain about in this one.


I didn't have fun with this level, not one bit.  Cripes, this review is already longer than this level deserves.  Skip this one unless you really need to see Doom Guy shoot up a bunch of zombies in an office building for some reason.  As for me, I want those five minutes of my life back.





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  • File Reviews

    • By SeanLeal · Posted
      Dear Doomkid,

      I was involved in the design and play-test of each of these levels. Please know these were created from *scratch* and we spent our time making sure the levels were as playable as possible. We were not terribly focused on texturing, other than to give players positional awareness in different parts of each arena.

      Map 6 -- Offices of Death -- Was intentionally designed to be as accurate a representation of the office we worked in as possible. Admittedly, playability was taken as a second priority. We did manage to create working "elevators" and "stairs" to give the illusion you were going up and down floors. I was pretty happy with how we did.

      Considering it was 1996, and no way to simply "Google" different ideas. Your best bet at the time was to jump onto the Usenet and hope you could find a decent board with active members. Other than that, it was pretty much all self-taught.

      I'm glad you enjoyed the other levels. Yes, they are old-school, big arena, style. We spent a LOT of time trying to make sure they were as balanced as possible, with escape routes, and required risks for rewards.
    • By Summer Deep · Posted
      Excellent stuff for the mid-1990s. Lots of action, good layouts, pretty challenging on UV.    9/10
    • By Meril · Posted
      For 1995 design is ok. But is VERY short. 3 min in slow pace.  Map is easy af.
    • By Meril · Posted
      Square rooms, no details, ugly. Secrets aren't flagged as secret. Only for crappy-wad-lovers.
    • By Meril · Posted
      For 1995, not bad. Some ideas, are really cool, but they're mixed with dumb things. Texture misalignments are common. Overall I had nice time with this.