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The Crimson Keep

   (2 reviews)
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About This File

A gauntlet of death lies between you and your way home. Yet, when you arrive at the final door, you find your passage barred -- the key well guarded in a small stone castle. You fight your way through the guardians of the fortress and gain the key ... but only then it occurs to you:

"Where's the Master of the Keep?"

Well-suited for Deathmatch with plenty of sniping locations & alternate routes.

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Unknown date

This marble/castle-like map is really a mixed bag. There are some good attempts at varied and interesting architecture, but there are many clashing and unaligned textures, and some poorly marked or completely unmarked doors. The action and progression is good, though; nothing challenging, except for an awkward Cyber fight near the end. Overall, not enough fun to recommend. --2/5

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Unknown date

Not a bad old-style map. The progression is OK (especially if you use the automap now and then), but the action is never very challenging - lots of health and ammo (no need even to use weapons 5 and 6), and nothing you could call an ambush. The cyber can be dealt with in complete safety if you so choose from inside the building.

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  • File Reviews

    • By Nems · Posted
      Should have been called "Doom 64 for Boom".   I really wanted to like this more. I mean, I do like it but I feel like the gripes I have regarding it just bring my overall rating for it down too much.   It was interesting to see how, at first, the authors recreated the Doom 64 levels in Doom 2 with just vanilla assets. You can still see some of that in the Boom levels like how revenants and arch-viles are used in place of where traps where. That was an interesting touch and I liked that.   As I got further into it though and more of the Boom tricks were used my thoughts wandered from "hey this is a nice vanilla interpretation" to "man I could be playing Doom 64 EX or Doom 64 Retribution". I really wish they would have stuck with vanilla constraints for this reinterpretation. I would have liked to see how they would have handed nightmare monster placement (would a nightmare imp be worth two imps or three, for example). I feel like using Boom and DeHacked cheapened the experience, like they were trying to replicate Doom 64 as close as possible rather than doing a vanilla Doom (2) interpretation.   Additionally, map 30 can fuck right the hell off with that puzzle bullshit.   Anyway, if you don't mind any of the complaints I made, you'll likely have fun with this. I got some fun out of this as well but to me it feels like it's trying to be exactly like Doom 64 rather than simply a vanilla Doom 2 interpretation of Doom 64. In trying to be exactly like Doom 64, it just makes me want to play that more than this.
    • By Marlamir · Posted
      Pretty good. The combat was fun and design wasn't bad at all.
    • By Meril · Posted
      Despite its age, nice details and well designed. Way how blue key is hidden is really clever. But map is dark and cramped. Enemies are only imps and hitscanners.
    • By Dovahxul · Posted
      the more I play the more I get more sad that this map pack is going to end soon its really great :)
    • By Meril · Posted
      Pretty good map in E1 base style (except Doom2 monsters) Nice design but there some texture alignment issues.