This level is set in a fortress, composed by two parts: the first is its newest building, with offices, a little hospital, a cemetery; the second p...

Outpost of Hell 2 - The Fortress
2.8 MB
WAD Type
MAP02, MAP03
Date Completed         : 8 September 2002
Date Updated       : 2 February 2003 (4th update)
Title                  : Outpost of Hell 2 - The Fortress
Filename               : outpost2.wad
Other Works            : Alien.wad (Alien Invasion), Alien2.wad (Alien 2 -
 The Revenge), Alien3.wad (Alien 3 - The last
 challenge), Outposth.wad (Outpost of Hell),
 Blitz.wad, Ghosts.wad and some other WADs.
Author                 : Ismaele (Alberto Sposito)

Email Address          : <email removed>

Story                  : After cleaning the first Outpost, you used the
 teleport you found, hoping to arrive to your
 home. But you find yourself again in another
 Outpost of Hell, that looks like a fortress.
 So you prepare your pistol to clear also this
 Outpost. Are you ready?!

Description       : This level is set in a fortress, composed by two
 parts: the first is its newest building, with
 offices, a little hospital, a cemetery; the
 second part is the real fortress, with a huge
 courtyard, battlements, towers, a big library,
 a first aid, some warehouses, a dormitory, a
 refectory, a "church" and a "technology base"
 or "teleport base".
 I tried to make a multi-theme level, with a main
 texture (GSTONE1) and other various textures (such
 as wood, metal, tech textures, etc.). I used again
 the SP_HOT texture in the crypts, in order to make
 a sort of link with the first episode of this
 series. Someone couldn't like it, but I think it
 is a characterizing texture!
 Note my improvements compared with my first level
 of "Outpost of Hell" series: it is more detailed,
 more good looking and architecturely very fine.
 This .WAD was designed as a single map, but I had
 to divide the level into two different maps,
 because of WadAuthor limitations and errors.
 It will take you more than one hour to play it to
 the end.
 You need ZDoom to play this level correctly!

What's new (ver. 2.0)  : Divided the level into two different maps.
 Added a new room.
 Added new kinds of columns and new niches.
 Added a new trap (I don't want to tell you where
 I placed it! HE, HE!)
 Changed the final rooms.
 Other architectural improvements.
What's new (ver. 2.1)  : Adjusted two misaligned textures.
What's new (ver. 3.0)  : Modified ammo and health balances.
 Made the water of wells deep.
 Made a secret room of the 2nd level accessible.
 Adjusted a misaligned texture.
 Added exit signals in both the levels.
 Other minor enhancements.
What's new (ver. 4.0)  : Made a secret room of the 1st level accessible.
 Other minor enhancements.
What's new (ver. 4.1)  : Adjusted a misaligned texture.
 Made a hidden area of the 2nd level secret.

Additional Credits to  : Id Software, for making Doom.
 Fredrik Johansson, for his support and testing.
 Blackvoid, for his "ACS scripts tutorials" and
 Paul Maurone for testing.
 You, for downloading this .WAD. Thank you!


* Play Information *

Game                    : Doom 2 (ZDoom port required!)
Level #                 : map2
Single Player           : Yes
Cooperative 2-4 Player  : No
Deathmatch 2-4 Player   : No
Difficulty Settings     : Yes

New Sounds              : No

New Graphics            : No
New Music               : Yes, I took it from E1M3 of "Heretic".

Demos Replaced          : No. I'm waiting for your demos!

* Construction *

Inspiration: I took the inspiration of this level from
  "Return to Castle Wolfenstein" (another
  great game by Id Software), "Castle Of
  Eternal Carrot In The Sky" (coecits.wad)
  by Fredrik Johansson, "One Mean Castle"
  (kbrick.wad) by Kurt Kessler and from
  towns and monuments I visited in my last
  journey, but especially from San Marino
  (remember to visit it and Italy!).

Base                    : Completely new level from scratch.

Editor(s) used          : WadAuthor;
  Wad eXtendable.

Build time              : 68 hours! PHEW!!
Known Bugs              : Some HOM effects near little polygonal sectors,
  like glasses, dishes, etc.! The map may slow
  down in the fortress courtyard. Should you find
  other errors please send me an e-mail!

 * Copyright / Permissions *

Authors MAY NOT use this level as a base to build additional

You may distrubute this file in any format(CD ROM, BBS, whatever)provided
that you include all files included in your distribution. 

Where to Get this wad:

P.S.: I am an Italian student. If you find an error in these files written in
      English, send me an e-mail. Thank you!
P.P.S.: I like reading comments on my work. So send me e-mails with comments
on my levels!


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