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Kastel of The Koebrah

   (11 reviews)
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2 Screenshots

About This File

This level is inspyred by a kastel I visitd in Germeny. This level looks realie good, I think you will like it. The ammo and gameplay balanse are much better and I also discuvered some new texteres in Doom2 which I decuidad to yuse in this levul, one textere has a pichure of a man with a mistushe on his face and another is a flag like thing which looks really good, like a red cross like flag thing. I hope you like it, should be lotsa FUN!!


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Zahid

  
very short and non challenging map...ruba made some fun maps but not this one

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Unknown date

  
At this point it becomes doubly clear that Ruba is a hoax. The poor spelling is unnaturally contrived and the dissonance between the supposed mental level of the author and the level's flashes of coherence is insurmountable. This gets a star for the outside bit with the boxes, but it's basically a minimalistic three-room blast with a small number of generally weak monsters. The level isn't funny enough to be a novelty joke and it's not long enough to be entertaining.

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Unknown date

  
Not Good, Not Bad!

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Guest

Unknown date

  
Your either: 1. An underaged twat who thinks he can map, but has proven otherwise... 2. From another country which would explain your bad english. 3. Both. I reckon it's number 3, but you still get an F. I'm surprised people gave you an F+. I'm glad this is the last of you. 0'd.

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Unknown date

  
Not bad, Not bad. 5/5

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Guest

Unknown date

  
shit

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Guest

Unknown date

  
This is actually quite good for a Ruba Map. 3/5

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Unknown date

  
Not Good, Not Good!

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  • File Reviews

    • By Walter confetti · Posted
      IT JUST WORKS! Ok, with that stupid jojoke out of the way, we can start talking about this map:   It's a nice map from 1995 with some interesting room shapes (especially the one beyond the blue skull key door), the difficult and map flow is pretty easy and straightforward to navigate, don't fell discouraged by the large amount of enemies (it contains 120 monsters in total)! They're just cannon fodder for the majority of the map, expect for the final part with a arch-vile / cyberdemon combo near the exit, overall it could be easily beaten in 10 minutes or even less if you are a talented player... Enjoyable.
    • By Walter confetti · Posted
      Pretty 90s-ish, basic looking map sets into a tech / hell fortress of sorts, really large map that i've finished in 30 minutes, but luckily the map uses not really hard monsters to confront, making this pretty easy to finish, but again, is a long, LONG map with the most tedious parts are the mazes and that long backtracking stairs... Pretty meh   Also this map crashes on Doom 2 exe (DosBox) when you save the game, so i played it with a limit-removing dos port (doom 2 plus) without any trouble, so if you want to play this you had to use a limit removing port.
    • 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.
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