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OPOST21.WAD

   (18 reviews)
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About This File

The government boasts that Outpost 21 is the home of scientific research that will benefit all humanity. On the surface, Outpost 21 appears to be a peaceful complex that provides its small team of dedicated scientists with living quarters, research labs, and recreational facilities. However, not even the aliens who recently inhabited Outpost 21 were aware of the dark and dirty secrets that lie beneath .


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Typical 1994 map. Layout, texture use, ambiance and gameplay are about as one can expect for those days. As are the flaws: texture misalignments, too dark areas, too many hidden doors, and too many linedefs hidden on the automap. Overall: at best average for a '94 map, so far from PDG or even legendary - mind that in May 1994 already a lót of maps did exist which were milestones better, so all these 5* ratings are a bit, er, excuse me, silly.

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The unmarked doors/lifts can be a bit annoying, yes, and as a result, the level is less fast-paced and action-oriented as DOOM levels usually are these days, but it's still very good. Consider it a blast from the past - from the dawn of DOOM, even -, and don't try to play it like a modern level where you just blaze through, and you'll find that while it's a different playing style, it's a very appealing one. I wish more WADs were like this.

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Very nice old wad. Although there are a few minor annoyances (unmarked doors) I still enjoyed the map the whole way through. Still fun to this day. 5/5 -Lupinx-Kassman

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I am going to give this map the benefit of the doubt and ignore that this has a lot of unmarked doors that you need to find to advance because other than that, this map is perfect. For 1994 this map would have been absolutely something special, Looking at it from today's perspective and we still have something quite remarkable, brilliant architecture and brilliant gameplay. Who cares about unmarked doors when the map is this good? A Legendary map that still impresses 5/5.

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This one isn't bad at all, though there was a nasty switch in the hell section that I couldn't find (I had to check Doom Builder). The rest of the map was fun and not too difficult. It's certainly worth playing!

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Reviewer #2 hit the nail square on the head.

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LOve this map, walking thru a tech base then suddenly finding a cave that leads to hell, magic

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Ah, this takes me back. This was one of the first WADs I remember being impressed by. It looks a little rough around the edges in places these days, but it's nicely balanced and there's a nice sense of progression as you uncover the secrets of Outpost 21. Well worth firing up for a 10-15 minute blast.

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4/5 Too many primary colors to sell me on the "realism" of the backstory (though the monster placement matches that exactly, as Stajano noted in his review), and far easier than the average Caco winner. At the time however, it must have been a real humdinger among the addicts due to its size, many hidden areas concealed in a fair but frustrating manner, and the sudden change in theme as one passes into the cavern area. The author is justified in bragging about the carefully balanced light levels, too.

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One of those classic "good" WADs that everyone played and mentioned in their .txt's back in 1994.. And while it's not bad, there are a number of annoyances that ruin the experience somewhat... Mainly my pet peeve in old school WADs - completely unmarked doors and lifts, most of which are absolutely necessary to finish the map!(A hint: Push *every* wall everywhere.) Overall, I'd say this is a fairly enjoyable ride. --3/5

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Legendary! The only thing I found frustrating is the gold key behind the player start. Once you go through the door, the gold key door *is* marked with an offset texture, as are all the required secrets. I think all the complaining about the secrets is due to people rushing through in a hurry.

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This is an extremely old level from before the dawn of time. It's good fun, and good-looking for the period, with varying light levels and a nice contrast between techbase and hell is well-done. The progression is sometimes baffling though - you need to find secret doors, and although the textures are usually offset, they tend to be in the dark - and I can't remember how I got out of the hell section, although I did. And look, it's not even id=100 yet.

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Amazing for an early Doom pwad. There's a mix of good texture usage and good lighting, and the layout is well-done. The only problems are the unmarked doors. I also couldn't find a way out of the hell cave without noclip, but that might be because I suck. Still, this is an excellent old-school map you need to play. 4/5

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  • File Reviews

    • By Meril · Posted
      It's large 1995 map. Starting area is looking nice, but later author lost creativity and made mazy corridors. Very challenging because of overuse of chaingunners. It's extremely annoying. Lots of traps, Some clever, some not fair.
    • By HUGEkidsY2K · Posted
      Too linear in my tastes looking back now, will do better with my next projects!
    • By Meril · Posted
      For 95' map is really ok. A bit "blocky" design, but not bad. Map is rather big, it takes me 40min but i get lost in one place. Some good traps, IMO kinda challanging at the begining, before you get ssg. Overall good classic wad.
    • By Erick · Posted
      Fun map that captures a nice TNT-ish feel with plenty of weird yet also nice looking rooms, groups of hitscanners and demons to blast through, and a sense of adventure to it. Taking the MAP14 slot, you would see the episode 2 skybox of TNT: Evilution and listen to the track "Cold Subtleness", both creating a nice atmosphere to the map. Worth checking out!
    • By Player Lin · Posted
      Doesn't like the layout and monster replacements, I didn't found RL until got the yellow key and found a lot of rockets, the location where RL is confusing me, and it also not fun when you get kicked down from the cliffs by Revenants, Mancubus and Archviles after the way to Blue key door, the way to the teleporter just far enough to kill you if not killed by monsters which kicked you down. Final timed puzzle room just nasty as the cyberdemon and archvile fights in the same place, not sure why make the level so big but can't make the fights with them also on bigger place too?   It's not bad level but I'm sure the frustration level is sky high, and not sure the slopes from ZDooM do anything good to this level too.
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