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OPOST21.WAD

   (18 reviews)
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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 galileo31dos01 · Posted
      Done with these settings:   - Crispy Doom 5.3.
      - Ultra-Violence
      - Continuous combined with pistol start mindset.
      - No saves, mostly.
      Very decent tribute to the original game. Each map is essentially a remix of the ID's levels, built around the same theme and music tracks per episode, albeit with the author's personal changes to the design. Aesthetically, the only notorious difference, and by no means less important, is the texturing he decided to use in some sections. In general the maps look extra polished, there were no signs of misaligned textures, but I wasn't that attentive to be honest. He did left the most distinctive visual features of each map untouched, for example where it's supposed to be a dark secret dungeon, it is a dark secret dungeon, just not copy-pasted.    As said before, Wonderful Doom is just a revamped Ultimate Doom. If you know the game by heart, there may be little room for surprises, so you can take it as a memory test. Of course, the author added his own touch to the gameplay. I would underline the size of the rooms in comparison to the iwad, tending to be more compact though in no way less attractive. In consequence, they lead to a bit more claustrophobic combat, specially throughout the latter episodes, sometimes you'll find yourself in a hairy situation like a slow drop in a cluster of imps and barons coming from the shadows, or starting surrounded of pinkies and barrels to detonate using your ol' peashooter. Another thing is the resource balance, sometimes giving more leeway where there wasn't originally, other times less obvious for the pistol starter. This is part of several plot twists Wraith added here and there to the main concepts to keep it somehow fresh and interesting, but I'm not going to spoil any in particular.    Secret-wise, I guess it's not needless to say almost all of them can be found normally, there is one in E2M9 that can't be triggered due to the teleport line. Otherwise, there are no broken sectors or staircases of secrets (sorry to burst your bubble ;P). There are no disliked maps, and so I'll avoid to pick favourites this time. I also didn't care if most maps were extremely similar to the iwad ones, but that could not be the case for you.   Overall, I won't lie and say this turned out to be thoroughly enjoyable. It's what I expected from an author with such love for plain vanilla Ultimate Doom. Nostalgia fans should give it a go. Well, as long as you wish to "play Original Doom one more time", otherwise if you expect a thing like "Doom the Way ID Did", it might not be wise to download this. My rate is 8/10.
    • By bemused · Posted
      This is clearly the most groundbreaking, exciting release of the decade. Forget your megawads, this is where its at. Wonderful, delightful, sublime, glorious... all words that dont even come close to expressing just how great this wad is.
    • By Meril · Posted
      Another abomination in doom mapping. It's crap even in crap category.
    • By Meril · Posted
      Ugly, rectangular, not enough ammo. In one word: CRAP
    • By Meril · Posted
      Sound replacement is terrible. Sounds are very annoying. Level also is ugly. Only thing I like is sprites replacement. Kicking nazi asses is same as good like demons ones ;)
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