Imagine that you walk up to a castle. It's big, and very dark. You look up. Somebody is shooting at you from the turrets! Better start moving, or you'll never escape. You run around the outside. The castle is surrounded by a moat, and there's no back door. Just a small window high up on one wall. Darn, you'll have to go in the front door.|
I built this level from scratch using BEU5.0 and BSP11X. It is the biggest, most complex level that I've ever seen. Well over a thousand vertices and linedefs. Lot's of tricky bits, pretty scenery, and violence. I would appreciate seeing an LMP for a triple 100% on ultraviolent.
This level replaces episode 1, map 1. It allows multi-player and deathmatch games. It's tuned for single player.
New from scratch|
|Bad: Some HOM and UGLY tutti-frutti errors; Textures don't seem to fit any theme; Bad misalignments; Some rooms look very simplistic; Too much ammo. Good: A decent challenge; A few nice traps; Pretty good health balance. Overall: A pretty ugly map. Thankfully, it plays a bit better than it looks. 2/5 -VV||x|
|This is one of those old castle levels, a very early one from April 1994. I have played lots of levels like this and so have you. It is larged but duller than most, with lots of bare empty rooms and almost no design details at all. It has a multi-teleport puzzle. The gameplay is pure 1994, which is to say that it's a pushover (the only challenge comes from the inherent risk of facing dozens of hitscan monsters). It ends with a maze, which is a giant step backwards even for 1994.||x|