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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 galileo31dos01 · Posted
      Done with these settings:   - GLBoom+ 2.5.1.4. - Ultra-Violence. - Pistol starts. - Saves every 10 minutes or no saving.   This is a funny memewad of concepts and tricks from the Boom engine. It's anything alike classic conventional Doom gameplay, ergo the chosen compatibility, and brings a specific gimmick in a satirical form for each map. Aesthetics are part of the idea too, by way of monotextured layouts of the simplest geometry, such as to find out which sector/linedef has an action, and mostly grey and brown as the predetermined colours, with a bit of green and red bricks in some levels. Besides, skies made of one resized texture, and music from TV series and movies, the ideal recipe for an experience in Doom one doesn't opt for everyday.    Concept-wise, it's much appreciable to experience each map on its own, even more when the idea of carryovers will only block your progress in survival maps: better leave in bad shape and restart freshly than carry less than 15 hit points and be eternally murdered by former human ambushes. This example is one of Pinchy's numerous parodies of unconventional/inconvenient situations we've all been through in Doom. Humping walls to find progress like in primitive maps, having the screen constantly tinted because of pickups, being harassed by incoming projectiles from monsters out of your FOV, that fear of eating your own splash damage because the door can close at any moment, these are just a few of the most hilarious cases I've seen here. It wouldn't be bad to say not all of the gimmicks were clear enough to me, still don't know what's the meme in map 13. Same in some of the later maps, they seemed to have less ridiculous and more serious content, or at least not something different from earlier maps, but if anything I support that seemingly passion for zombiemen hordes, which held up my enjoyment most of the time. Funnily enough, it wasn't until the very last map that I laughed out loud at doomguy's surroundings, and there was nothing else than THE END messages under a sky in fireblu. Guess I couldn't hold my laugh for too long.   Secret-wise, it's interesting to me that in a wad of this category the only existing secrets serve as a combination of the gimmick in question and helpful extras for survival. The second map's way to hide secret sectors is quite funny indeed. As for favourite maps, I found the concepts in map 02, 04, 07, 09 and 15 to entertain me more, last one because it tickled my fancy for exploration. Some of the rest like 05, 07, 11 and 14 woke my other feelings, not only they made me laugh but also feel tense, those imps and troopers could not beat me!... not more than twice...   Overall, even if not all of the maps made sense, or had strange concepts I didn't understand, the point was to laugh, and I believe that was achieved here. Because laughter is good for the organism, check this out. My rate is 7/10. 
    • By whirledtsar · Posted
      Not too shabby. Very intricate level with halls & rooms to explore taking up almost every square inch of the castle. You do have to look through pretty much the whole place to find the necessary keys, but you'll have fun in the process. Most of the gameplay is pretty simple run & gunning of mooks but there are a couple neat traps, like the teleporting/telefragging area and the exit. Despite the large and labyrinthine design of the level, it doesn't get boring or easy to get lost in due to the abundance of landmarks (mainly sector furniture) and high interconnectedness. Texture alignment is quite bad, but oh well. There are some replaced sounds which are a bit odd but not bad, which kind of encapsulates the whole wad.
    • By MTrop · Posted
      If you want something quick, fun, challenging, and a little nostalgic, play this.   Good job, Jimmy.  
    • By Zalewa · Posted
      If you want something that looks uncomplicated but fair looking, easy but not uninvolved, non-linear but small, somewhat blocky but still good architecture and very quick to beat without ever saving throughout all 9 maps then this is your WAD. I played it, I liked it. Design themes stray towards the original E4, but are not exactly the same.
    • By Copenhagen Bram · Posted
      This is the first non-Euclidean doom wad I've ever seen! And it's done right! That must've been some project. Well done.
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