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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 Pepo · Posted
      thank god Underhalls was the map that followed this mod as that level was able to remind me what actually competent level design looks like.
    • By Walter confetti · Posted
      Not that bad, even kind of interesting find the secrets in the map! But yeah, that switches jungle is a awful choice really.
    • By Walter confetti · Posted
      A basic and nice looking showroom type of map where monsters are trapped inside glass prisons, no exit and no way to play this with any modern source Port like DSDA-Doom and GZDoom, but works really well in Crispy Doom. It was a pleasant experience.
    • By Walter confetti · Posted
      Conceptually not bad, it's a pretty imposing tower with some decent lighting, but no ammo at all despite having the guns and a VERY obscure way to rise up the floor in the lava pit? That's a big downer. But overall, it's ok.
    • By eanasir · Posted
      Well, the map is pretty basic. The map is quite challenging, with there being 0 ammo pickups (excluding the backpack) outside of the starting room. There are also nazis for some reason. I will give it 2 stars only because this really wasn't meant to be played to be enjoyed, but rather just a example of how to build a map in DEU.
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