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   (2 reviews)
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About This File

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.

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Unknown date

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

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Unknown date

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.

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  • File Reviews

    • By Walter confetti · Posted
      Nice mini episode, reminds me of some sort of amateurish Plutonia Experiment sometimes. Pretty enjoyable!
    • By Summer Deep · Posted
      A very decent challenge. Took me about half a dozen attempts to crack it on UV. The wad is from 2015, but could just as well have been from around 1997. Solid, traditional classic Dooming.
    • By riderr3 · Posted
      The visual level design here is mostly similar to Plutonia and its unofficial sequels PL2 and PRCP. But it is by no means a gameplay part, since for example the gameplay in the first maps revolves around ammo shortage with not so much opposition (although it was tight in places, I admit), while the latter maps are somewhat reminiscent of slaughterwads with a bunch of ammunition and opponents.   The same applies to the size of the maps - the first ones can be completed in 6-7 minutes, while the last ones takes 15-20 minutes to complete. Although this could be explained by a kind of progress, despite the fact that even MAP12 (the first map in wad) is not a walk in the park.   I am not opposed to forced pistol-start (maybe even for), but usually if the levels should be completed in this way, they should be better balanced, as the ability to store things from previous levels is discarded.
      And again, I repeat as previous speakers - perhaps some arch-viles were even superfluous. This is especially noticeable when you go through the same room several times.
    • By Spectre01 · Posted
      Mostly enjoyable set in vein of "Plutonia but harder" and with larger fights. Visuals are often minimalistic, with combat being the focus of making the maps interesting. Expect plenty of Viles to resurrect what you kill and forced pistol starts on every map. 3/5
    • By Walter confetti · Posted
      Pretty nice map, some parts are been a little rushed out like the columns texture alignment, but overall the structure and the layout is pretty cool!