This level was made for 2 to 4 player deathmatch. Three to four players are ideal whereas two players may find it difficult for frequently running into each other.|
I originally designed this level to allow as much freedom of movement for all players as possible. Through playing many wad files, I noticed that there are five important criteria for a good death match level, namely:
i) Room to Move: wide openness needs to be there to allow better aiming skills to shine and freedom to runaway and be tracked. vertigo
ii) Height/Open-ness: to get a sense of unexpected fear from all directions and a sense of vertigo.
iii) Appropriate fighting area: a sufficient amount of room so that players will easily find each other when on the move, as well as allowing the ability to hide and watch the battle from the extreme sidlines.
iv) Must work for the Ammo/Health: players in order to maintain fighting superiority must also be skillful at replenishing their sustenance (in- cluding ammo)
v) Innovation: new elements added to the level to enhance it gameplay, atmosphere and theme.
I have tried to incorporate these in my CASTLE RUINS wad. It is the only open-wide wad file that I have come across that has an entire open ledge around the whole level! Four castle towers allow quick teleportation between each tower to rapidly place oneself at the map's extremes in milliseconds; figuring out the tower's teleporation pattern shouldn't be difficult and may come in useful when being chased. Each building is completely open to attacks from all sides within this fortress.
The buildings within the castle walls are as follows (in a spiral clockwise direction): the Guard Station, the Plasma Temple, the Meat Market, the Storage Facility, the Horn Building, Restoration Chambers, the Imps Mud Dwelling, The Penitentiary, Dual Crush- ing Compactor, the Sacrificial Altar, Green Acid Annex, Inn-of-the-Six-Weapons, the Watch Tower, the Sewers, and the Arena.
Andy Ghandour (of VOL), Sal Folino, Davey Judson and Suzanne Wrong for Beta Testing. Emilio Galasso for DOOM II editing discussions when CASTLE RUINS and DAMNATION ALLEY were in their infancy stages. Davey Judson, George Mitrovski, and Emilio Galasso for themes fo the buildings to construct around. Emilio Galasso for format of this text file.|
This level was designed entirely from scratch. From the start, I knew this wad would have the "inside-the-castle" theme.|
On and off about three weeks.|
All the level editing was done with DoomCAD v5.1 and used DeepBSP for the Node Building (this is an excellent and FAST Node Builder).|
some visplane errors may occur because the level is so big. If the game kicks you out with a visplane error, please E-mail with the last known game location and viewing direction so I can make changes|
|HK!D||Good for a 1994 Deathmatch wad, but so-so today. Level design isn't bad, gameplay is fine.||x|
|Anonymous||Its a Decent Deathmatch wad lots of buildings and places to hide in.||x|