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Outpost Hell

   (2 reviews)
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About This File

The year is 2199. You have just destroyed what was left of hell. You are walking to the Transporter back to Luna when you take one last look behind you. You see blood and corpses everywhere. Exausted, you take one last breath and step into the Transporter. You see the green plasma energy forming around you as you disappear. You rematerialize in a place that is supposed to be Luna, yet it looks nothing like Luna. At least not the Luna you know. You look around you and see nothing but the desolant desert wastelands with a building of some sort to the far south. You take a breath, grab your shotgun, and start walking towards the building. You begin to think what's ahead of you now... what's to come...

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Unknown date

This is dated September 1995, and it's Map28 for some reason. Starts off a bit like E3M1, and then goes a bit Map06. You fight 225 mostly weak baddies in a randomly-designed dungeon techbase mess; overall it's horrible, with undetailed rooms, pointless scrolling wall textures, a bloody maze (literally) etc. Each room feels like a tiny half-formed idea, and you fight through a sequence of them until you reach a pair of unsatisfying "boss battles".

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Unknown date

Creepy wad. Even the Commander Keen. 4/5.

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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.