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Escape from Castle Chezcrea

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A linear, challenging level that shows off some some neat ideas I had.


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NuMetalManiak

  

from a mechanical perspective, this is pretty fucking good. the idea of escaping a torturous prison area by punching your way through makes a whole lot of sense. the big slaughter room is pretty good mechanics wise, especially with the conveyor, the tower controls, and the pickaxe secret. for some reason when a monster telefrags the baron by entering the machine, he somehow manages to survive the barrel teleport for some dumb reason. the escape route out of the castle is admirable, and there's even a dead body to shoot to actually get a secret along the way. the murky gray water with friction is nice.

 

but from a gameplay perspective, other than the berserk punching at the beginning, this one doesn't offer much to be honest. it's got good ideas but the combat is meh.

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whirledtsar

  

Very cool level. The way you have to use your fist & pistol in the beginning enhances the feeling of being trapped & powerless and having to escape. The visuals are very nicely-done, with lots of little details & cool ideas. The atmosphere is quite spooky, reminding me of the dungeon segments of the later Unloved. It is indeed linear, but it's still an interesting journey and the gameplay is fair & fun.

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Guest

Unknown date

  
Excellent middle-sized level with plenty of neat ideas, nice texturing and difficult to get to secrets. All in all, very good indeed. 5* -Phobus

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Guest

Unknown date

  
From Creaphis again, to the second-last reviewer - shortly after the initial release of this level, I silently uploaded a "fixed" version in which solving the obscure "pickaxe puzzle" was no longer necessary to pass the level. Perhaps I shouldn't have made this change, as it seems to have contributed to this level's original mystique...

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Guest

Unknown date

  
WOW, gets a 5/5 from me

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Guest

Unknown date

  
I enjoyed this very much. Thanks Creafis.

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Guest

Unknown date

  
Woolie's review sums it up well for me. 3/5

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Guest

Unknown date

  
5/5 very good

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Guest

Unknown date

  
Ass kicking, lots of cool effects and Gothic textures here. This one liked me a lot. 5\5

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Guest

Unknown date

  
Holy crap, this was awesome dude. It felt like a REAL adventure. Thx.

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Guest

Unknown date

  
This is an impressive debut map, with some clever ideas, including a simple effect, near the start, where if you peer into one of the jail cells... no, I won't spoil the surprise. It's a castle/dungeon level, very dark in places, a bit copy-and-paste. 190 monsters, mostly weak, with a couple of toughies; it's not hard, although the sewer at the end is irritating. I love punching cacodemons, it's like punching a big beach ball.

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Unknown date

  
From Creaphis, to the previous reviewer: Points 1 and 4 are intentional and related. You need to press 5403 to be able to press 2668 and 2656. (First you pick up a tool and then you use it.) Point 2 is intentional - the baron only exists to be telefragged. (Monster telefrags must be enabled.) The tag 666 sector is raised in another way - you must have "keen" observation. Point 3 - good catch! (I voted 3 for fairness)

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Guest

Unknown date

  
very good and enjoyable, some very nice effects 4/5

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Guest

Unknown date

  
Such an awesome map... the atmosphere is so sinister and evil. Really enjoyed playing this level!! - DeathevokatioN

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Guest

Unknown date

  
I DONT LIKE BECUASE IT USE STOLEN RESOURCES.

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Guest

Unknown date

  
Freakin brilliant, a true adventure. 5/5

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Unknown date

  
Sweet. I didn't have a big problem with the "lines 2688/2656/5403" puzzle (although I may have just gotten lucky there), and I certainly loved the atmosphere. Great work, 5/5.

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Unknown date

  
Very cool ideas and effects. I couldn't figure out how I was supposed to beat the level until I opened up doombuilder. That whole pick ax thing was so clever it blew my mind. Then after beating it (hardest boss battle I've ever fought) and finding 0/4 secrets, I had to open doombuilder back up. This is a must download for mappers.

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Unknown date

  
Design is really really good. Very violent and impressive looking location. I agree with Woolie about the gameplay, it's not very fun, and the telefragging conveyor is just silly. Great first map all the same. 3/5

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Unknown date

  
A very cool map with some neat traps and gameplay moments, as well as good use of textures. You really get the feeling that you are in the dungeon of some murderous maniac. Some cool Boom effects as well. I felt that the architecture, while very good, could have been a bit better in some spots. 4.5/5 stars from me.

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Unknown date

  
I loved it! diabolical and beautiful architecture, fun gameplay. you hit the nail on the head with this one. I might just be a crappy player, but some more health & ammo at certain points would have been appreciated. also the conveyor belt killed me (telefrag), so maybe you should have set those teleporting lines as impassible - to save inquisitive players from a disheartening death. overall, a great level. -Acyclitor

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Unknown date

  
An architectural masterpiece, but packed with gameplay tropes that I absolutely hate. Forcing you to tyson Hell Knights by withholding ammo, confined spaces, throwing you into completely unfair positions where you have little defense against the monsters, high-friction sectors that slow you to a crawl, and obnoxious (ab)use of Revenants and Pain Elementals. A very good-looking root canal. 2/5 --Woolie

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Unknown date

  
Total masterpiece of a first level, that gameplay might not be for absolutely everyone but I'm incredibly surprised with how many people have been echoing Woolie lately, the gameplay should be just fine for most. And as for the "unfair puzzle" mentioned in the /newstuff review, what puzzle? I couldn't even find anything in this level I'd call a puzzle!!!!!!!! 5/5

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Unknown date

  
"Stolen"resources or not,just a really good-looking level to play.4/5

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Unknown date

  
1. Lines 2688 and 2656 - texture 3CRACK - should have been G1 instead of S1. 2. The Baron of Hell cannot cross line 4688. Check ceiling heights of sectors 542 and 545 to see why. This prevents the opening of sector 249 ( tagged 666 ) and sector 248 is a secret. 3. Line 5010 should have been flagged impassible. It is possible to do a running jump from sector 617. 4. Bad choice ( IMO ) in making line 5403 a switch line. Who would have thought that a wood and blood texture was a switch ?

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  • File Reviews

    • By amackert · Posted
      Visually there is a ton of attention to detail which is always a treat to look at, and the actual map designs of the first four episodes are very well done. I enjoy the "new" monsters and some of the upgraded weapons, it definitely makes certain parts of it feel fresh compared to the typical wad. The challenge on UV was just right for me with few if any parts being too overwhelming. Overall it gets a 4/5 from me because I wasn't a big fan of the fifth episode set of maps, both thematically and gameplay-wise. Ammo starvation was real there in those last few maps which isn't a lot of fun to me, not to mention its too drastic of a change compared to how the rest of the wad plays. Also, thematically I feel like these end-game maps would have made a bigger splash as mid-game maps, not finale maps. Great idea with the final boss mix-up though, I enjoyed that. I do still prefer Ancient Aliens as a whole (a wad that I feel is much better balanced overall and is more interesting of an experience), but Valiant still comes highly recommended from me.
    • By hardcore_gamer · Posted
      I agree with BChricton78. Rather than being fun to play, this remake just highlights how massive of a difference good lightning and texturing makes to a level/game. I know this isn't the fault of the makers of this mod since they were merely remaking the original Doom 64 levels, but these levels frankly aren't very great when stripped of the improved Doom 64 graphics. So much in fact that it makes me wonder how important level layouts even are compared to other aspects of the visual presentation such as texturing, lightning and rendering.
    • By silentzorah · Posted
      Good stuff.  Only giving it four stars because though the new music was good, I just wish there was more of it.  Still, this wad is absolutely worth your time.
    • By BChricton78 · Posted
      Umm... From the brief snippet I played, I'd definitely give them an A for effort... But this just feels... wrong to me. I'm sorry but playing Doom 64, without the lighting, atmosphere, redone sprites and ambient music? No thanks. It just takes away the things that make Doom 64 so special. Still a nice little attempt at recapturing Doom 64, but I'm better off with Doom 64 EX, for my fix.
    • By Agent6 · Posted
      And thus, oh you know what I'm going to say already, Doom 64 for Doom II has been finished, played through GlBoom+ 2.5.1.5 on UV.   So for an introduction, as the name implies D64D2 is a recreation of the classic Doom 64 originally released as a console exclusive for the N64. It aims to recreate the levels along with their gameplay using mostly vanilla Doom II resources. It features a new menu background, ENDOOM screen, new music, a few new enemies, namely the Nightmare Imp and Cacodemon as well as the final boss the Mother Demon, a few new textures, new intermission messages, a new end level screen, but no custom sounds or weapons, meaning that the unique and iconic Unmaker was not recreated in any way.   For a recreation, I must say that the levels and their gameplay come quite close to the original Doom 64, nonetheless various liberties have been taken in different forms, ranging from new takes on various puzzles to completely new levels, as well as the usage of the enemies who were absent from the original due to memory limitations. The usage of enemies who were absent from the original game comes with mixed results as it doesn't always work, probably one of the most obvious flaws in the game. This is most noticeable primarily in the levels that came closest to their D64 counterpart as the environment was clearly not designed with them in mind. For instance, you'll encounter Revenants on narrow corridors quite often, and sometimes even Arch-Viles. This isn't a problem in larger areas where it's usually quite fun to fight them, but not in those particular areas. Chaingunners do seem to work quite well however since they can easily blend with the rest of the hitscanners.   Compared to the original D64, a major difference could be the tone and atmosphere of the game. D64 was slower paced and more atmospheric, whereas D64D2 is faster paced with less emphasis of that element, supported by the amazing but more action/fun oriented soundtrack. Perhaps the darker, much more hellish levels such as Unholy Temple are the most atmospheric levels in the entire game, and also the best looking. Unholy Temple is definitely my favorite level here.   While on the subject of changes, some of them are very interesting. In the Void is probably the most surprising for me. The original featured a light blue sky and a rather foggy atmosphere while the level itself was pretty bright, how does this map look like in D64D2? Well, it seems to literally take place in a void now. Indeed, the sky is now completely black, but luckily poor visibility was avoided, at least for the most part, so there's no difficulty in seeing the enemies and where they are. It's a change that works well, unlike others. The most drastic changes were probably done to The Absolution, where you can now find 3 keys, but you need to complete various puzzles to reach them, and not the exciting or fun type. The room with the yellow skull was probably the only fun one, the others? Well, for the red key you have to go through an awkward platforming section where everything, including the enemies are obviously, cloaked in darkness, while the blue key has a puzzle comparable to the room with the red key (Demon key on the original D64) on Outpost Omega, except that it's more tedious. Not exactly changes done for the better. I don't know how exactly they impact the level though, but in my playthrough I didn't even fight the Mother Demon, I just heard her screaming once while I was fighting the teleporting enemies thinking that she finally showed up, only for the end level screen to appear, so I assume she died somehow.   D64D2 also comes with some exclusive levels that were not part of the original D64, and I personally think they're little more than filler maps. They're not terrible, but not great either, and I can't find any reason for why they exist. Well, at least they're very short and straightforward, so you don't waste much time with them. And while being on the subject, some of the secret levels from the original have been turned into regular maps, meaning that you don't have to search for secret exits to reach them. One such example is Outpost Omega.   All things considered, D64D2 manages to capture the spirit of D64 while also making plenty of changes, yet generally remaining faithful to the original. Some changes might have been for the worse, but there's plenty done for the better as well. It's pretty short and easy, just like the original, so it can be finished in a day, you can't go wrong with it. A collective effort for an ambitious project that should be well worth your time if you like Doom 64 and want to see a different take on it.
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