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In Satan's Lair

   (2 reviews)
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About This File

After killing the big badass at the end of Doom2, you thought that was that, but although *most* of Hell was destroyed, the biggest badass - Satan himself - survived, and has kidnapped John Romero. You must go into Satan's Lair - or Quake may never be released...

You start out in Satan's lair and make your way slowly through to confront SATAN HIMSELF (who by a complete coincidence looks exactly like the Cyber-demon). After killing him with your rocket launcher, you find you can't see John Romero so you go on past a wierd Nazi cult and stumble into the Spider- demon's nest, where it is protecting it's son and one of it's eggs (which by another EXTREME COINCIDENCE looks like a blue skull key). You destroy Spidey with your BFG and go on to discover that you are too late... John Romero has not only been decapitated and his head put on a spike, but his mind has been possessed by the demon Nekcihc - leaving him in constant torment... Now you have to put him out of his misery and destroy Nekcihc to save humanity.

or something like that.

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Unknown date

There is a parallel Earth where the Columbine killers were brainwashed by Doom II and became infamous, not for shooting up a school, but for cutting off John Romero's head and blowing it up. For all the readme's bluster this is just a series of undetailed, monotextured arenas with a handful of monsters in each - you can run through most of it and ignore them. It gets a bit more complex towards the end, but not enough. Behind the curve even for August 1995.

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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.