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Beach Ball Castle v2.0! 11/24/95 (Okay, so I never released v1.0...so what? <Grin> This has been in

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About This File

Most people really like medieval castles, right?

Most people also really really hate vile evil rotten pinko commie scum-sucking demon bastards that all deserve to die, right?

And I'll bet you've always dreamed of the chance to go right out and mix the two ... right?

Right??!?!?

Of *COURSE* you have! Well, this is your golden opportunity RIGHT HERE IN THIS VERY PWAD to relax, breathe the fresh air, and explore a wondrous piece of ancient architecture whilst blowing the brains out of bounteous bevies of bellowing bloodthirsty baddies.

...And you get to play with beach balls. :-)

Hints: Beginners, don't play this one, ok? Or if you do, don't be surprised at what happens.

Standing around is NOT (repeat NOT) recommended.

For the rest of you, there's a lot of "openness" in this PWAD which lets (overly) curious beach balls float around, and there are a few invisible critters outside the castle to add a little bit of variety. Don't panic. Pay no attention to the noises you think you hear. I can assure you that the castle and its surrounding grounds are perfectly safe... :-)

Also, this level was workable (if a bit slow) on my old 486DX/33 and and really plays smoothly on my new DX4/100 and on a Pentium/90, but it might be far too slow on 386 machines due to the largish amount of critter "activity" going on. This can be good or bad; I'm not sure that I completely *MINDED* some slowdown, myself.



In deathmatch, you MIGHT want to avoid the lake area, although suicide there is easy .


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Guest

Unknown date

  
so so WAD ... 2/5 - PerOxyd

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Guest

Unknown date

  
* for the map, * for the text file

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Unknown date

  
I am the creator of this level, and I find it a bit amusing that it escaped the bounds of Exec-PC and made its way here. However, I'm glad it did. The level was created for four reasons: (1) I wanted to use CASTLE.WAD as a base, (2) I wanted to see how other experienced players would attack an open level, (3) I wanted to create a level which stressed ammo conservation, and (4) I wanted to create something intense to provide me with a practice arena to speed up my reaction time. Deathmatch is hard. :-)

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Unknown date

  
Very challenging, but worth trying. And the text makes it very clear that it is from 1995 - no idea what the clown above is on about.

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Unknown date

  
GEREAT

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Unknown date

  
Based on an earlier level that isn't in the archive, this is from 1995 and feels it. Because it was uploaded by the enthusiastic but rubbish Gary Burgess people might think that it is from 2003, and give it a lower mark. Which is hard, becase it deserves a solid one star. It's a crude castle with a dark maze hidden outside; hard in an unfair way (yourself plus single shotgun vs large clots of imps, cacodemons such that infighting doesn't happen, except for a cyberdemon who is no use).

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  • File Reviews

    • By Doge Sword · Posted
      this is a mockery of two of the best wads of all time.  on top of that gameplay sucks.  don't get it for your sake.
    • By leodoom85 · Posted
      Another solid mapset that captures the PSX version feel perfectly. Maps comes in all flavors, from techbases and urban areas to the menacing void and, of course, HELL and also has some unexpected secrets which you might play it to see. Of course, I absolutely love the PSX version of Doom and this one is no exception. Gameplay speaking, it's pretty balanced and thought out nicely...with ambushes, good monster placement and really nasty traps which you must avoid it at all costs. One thing that will help you a lot is the addition of a new weapon...seriously, that thing is powerful...check it out and try. Maps have a nice look that helps you to be inmersed in the atmosphere and coupled with the music, it's much better.   Great recommendation, give it a try and you'll have a fun time.
    • By leodoom85 · Posted
      Since I tested the map, I can say that playing it again it still surprises me the amount of effort and detail of the gameplay used, like a lot of portals, clever effects like the one used before you pick up the yellow key saying nope and many nice references including a special secret. Gameplay itself for combat is pretty straightforward with some nasty stuff for you in the Nightmare difficulty. Try that out by all means. Really solid stuff which I totally recommend you folks and play it.
    • By elend · Posted
      When first reading this wad's description I thought this will be a 1994 style map, where someone just tried to recreate his office building to shoot up his colleages. Boy, was I wrong!   Going Down emerged as one of my favourite megawads so far, with its very clever use of small to medium map space and interesting gameplay mechanics in every single map. The first couple of maps start innocent enough, but soon you will find yourself navigating literal crawl spaces, thinking about use of space and / or slight puzzle mechanics just before being thrown into hell itself and fighting for your life. Going Down is designed as a literal descent into hell, which was the most beautifully realized aspect of it. How every map slightly changes into a more and more hellish theme is just great, great design work. Even though the later maps delve into slaughter territory I must admit that I still quite enjoyed it. Actually this was the first time I enjoyed being slaugthered and figuring out how to approach the map.   Going Down is simply an amazing piece of work, oozing quality from start to finish and rewarding the player with incredible elevator music inbetween. A must play.
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