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Ruins to the Underworld

   (4 reviews)
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About This File

STORY: UAC had been studying the ancient ruins of a civilization which had discovered the secret to opening a portal to the Underworld. One of the most remarkable sites of these ruins was the mile high crusher, which had amazingly pinched a whole between both dimensions.

UAC did the impossible to cover up their sinister operation. From outside the site seames to be and abandoned brick structure...but from the inside, its a completely different story . A duke had discovered these ruins in the 12th century and built his castle around them, including a precious library with countless volumes on witchcraft. But now UAC has taken over and integrated this castle to thier research facilities.

It was recorded in the computer logs that the researchers were able to open the portal for a few moments, but it was too unstable. A few days later, after this grand moment, demons began to appear everywhere.

Little by little the researchers of this ultra-secret operation became possesed by confusion and rage, rendering themselves useless to their tasks. Somehow UAC forsaw that the doom of the world was inminent and decided to give it one last shot. They hire the one last man on earth who had any experience with these types of operations (you), and hoped for the impossible.

LEVEL CONSTRUCTION: It took a WHOOOOOOLE YEAR to create this level (I am not kidding!).But it wasn't a 24-hour a day kind of thing,but more of a "30 minutes here"-"30 minutes there" thing. I had a small deathmatch level planned out when I first started... but, as time went by, it got soooooo big I just had to convert it into a one player type of level (although I think deathmatch and COop is DOable,I have never really tried it). I tried to pay attention to the texture alignments, aswell as the shadow effects of certain light sources. This level represents a hell of a lot of patience on my part (and probably on your part as soon as you play it). I hope you enjoy it.

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Unknown date

Way too dark and flashy, unhinted doors, fences (f.e. cell 'doors') block randomly, horrible amount of texture misalignments, often ugly ambiance, very unbalanced gameplay (f.e. got BFG & encountered first cybie way too early). Layout and gameplay almost completely misses a leidmotiv, the player just walks around through what looks like random scenes without any coherency. Rated as 1996 map: slightly better than average, but not good, so 3/5.

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Unknown date

Decent, large early level. Gives the impression of having been worked on intermittently for a year; it starts off quite poor, gets better, has a nice non-linear open-air end. No real flow and it's basically random smushes and very old, but it amused me for fifteen minutes or so. Gets better as it goes on.

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Unknown date

Nice! For '96, it's really good. What is weird is that one of best-looking places in the map isn't mandatory, and even is hidden! (Without adding to the secrets count!!)

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Unknown date

this actually turned out pretty cool with a few cybers and power weapons later on

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  • File Reviews

    • By whirledtsar · Posted
      It's okay. Quite easy due to the abundance of artifacts, mana, & health. The level design is fine, nothing special. The only truly bad part was the unmarked puzzle bookcases, forcing you to wallhump the entire library as a last resort. Otherwise it's pretty simple stuff, running around finding keys and smashing monsters. The texturing and lighting aren't fantastic but aren't noticeably bad either. The only glaring issue is that many windows just show a wall textured with the sky texture rather than an area with a sky ceiling. Yet there are perfectly normal outdoor areas. Perhaps the author only figured it out skies halfway through development? Anyways, this is worth your time if you want an hour or two of simple Hexen fun.
    • By yourusernamee · Posted
      loved all of it except map20. that map sucked the life out of me. really great stuff all around.
    • By Gato606 · Posted
      It's a nice wad overall, nice map design, textures and monster placement, enjoyed playing on D-Touch (GZDoom1.8) with Dude4th weapon mod.  My only complain would be the secrets, they have very few to no clues about their position.  There was a problem on E3M5 on the secrets around the squared starting room with stairs, the wall closes and let me stuck inside, had to use idclip to get out from those secret rooms.
    • By amackert · Posted
      I recently played through this continuously twice on UV. Overall I feel this is an expertly crafted WAD from start to finish. Beautiful scenery, great soundtrack, and intense gameplay. Maybe a little too intense sometimes, and with that it's probably not a WAD I'll recommend to newbies. If less experienced players absolutely have to try it, I suggest playing on the lower difficulty modes as the included readme suggests. Describing the later maps of this WAD as "brutal" on UV is an understatement to say the least.
    • By galileo31dos01 · Posted
      Done with these settings:   - GLBoom+ - 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.