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Castle Doom

   (26 reviews)
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About This File

Single-player megawad that pits the player against the forces of Castle Doom. I tried to keep it generic so that the various advanced ports can all run it the same way.


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NuMetalManiak

  

well, you got me on the premise, but this is simply not a good wad. if you want to know just how much of a not good wad this is, well just take a look at what we got. the high-res TITLEPIC is very cool, as are many of the hi-res textures being put on display in many of the maps. thing is, these textures are huge, and so are the maps themselves. loads of open spaces to deal with, and despite being called Castle Doom a lot of the maps are indoors, or there's even some outdoor levels that don't resemble castles at all. heck, one was a techbase even. just look at the first map, a very slow-paced beginning rife with zombiemen in many places imaginable, ground-level, ramparts, just about everywhere, but no chaingun to speak of. the second level has these cross textures as "switches" which are easy to miss. it's easy to get stuck on some levels, like MAP06 if you neglect the yellow key (also there's like two imps that are impossible to even hit) also I got stuck in MAP11 when the key platform with the crusher raised up.

 

you wish many of the levels would get better, but in fact they only get worse. there's not much in the way of originality in design, just slapping on some pretty large textures here and there while unfortunately not doing as good a job with the other textures, and also some HOMs can be sighted. the arena maps are among the worst too, uninspiring, easy to dodge projectiles, other maps like MAP27 flood you with hitscanners everywhere. seems this was made quickly, and can actually be fully playable in short time, but wow this just isn't good to play or look at.

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MuratMikal

  

Unlike many people that reviewed this megawad, I've like it. The levels are well made and not confusing, the battles are fine and there're enough ammo. If I could made one complaint would be that some maps need more monsters, but overall it's a fine megawad.

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Player Lin

  
Not fun when playing later levels(after map16), boring...maybe just tried or something... 2/5 -playerlin

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Guest

Unknown date

  
32 maps ranges from pathetic to awful

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maggotjoe

Unknown date

  
This wad was fun, i liked it provided intertainment. the maps at first were kind of bland but it wasnt that bad i dont think this wad deserves a 2/5

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Katamori

Unknown date

  
Not good. Sorry. - Katamori

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Guest

Unknown date

  
this is actually a decent wad 3/5 stars

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Guest

Unknown date

  
This megawad was boring. The levels were ginormous for its own good. Amateurish at best for the level design. 1/5

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Cell

Unknown date

  
Not the best, but at least playable. 3/5 - Cell

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Widow

Unknown date

  
I thought it was fairly decent and fun.

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BaronOfStuff

Unknown date

  
No amount of hi-res texturing can save this. The levels are simply too big and bland for the most part, and I mean 'big' as in 'oversized sectors'. It's not entirely awful to play, but the sense of scale is just so completely cocked-up that it results in way too much running across vast empty areas. The levels make you feel like a midget, and that's really not a good thing here. The cheap and constant hassle from faraway Hitscanners just becomes mind-numbingly tedious too. 2/5

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Issac 1857

Unknown date

  
This put me to sleep.... zzz

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Zalewa

Unknown date

  
It starts out bad, then it picks up, and then it drops into the gutter, dragging you down. Also, what's with the painted porno in one of the maps? 1/5 - Zalewa

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Guest

Unknown date

  
Ugly and amateurish. 1 star.

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cannonball

Unknown date

  
4 Months to make a 32 map megawad tells it all really. I would advice the author spends a bit more time polishing the maps up and fixing some of the errors including homs from missing textures. Not to say there isn't anything good in here, it just looks rushed and unfinished. 2 stars

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Guest

Unknown date

  
it sucks and some fag bitched about it on doomworld so fuckthis wad.

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Guest

Unknown date

  
nice idea

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Guest

Unknown date

  
Many good looking maps but it could be much harder. Now maps were almost empty. Too much ammo and health.

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  • File Reviews

    • By abunchoftrash · Posted
      honestly the weirdest wad that ever released. play it if you have the option.
    • By PsychEyeball · Posted
      The most avant-garde Doom will ever get. Obviously not a WAD for everyone, the core target for such a mod is mainly people who are in video game glitches, corruptions and to some extent, creepypastas (whether that love is ironic or not). Nothing works as it is supposed to. You can hardly understand most of the things that are happening to you. Some of the custom monsters (like the hitscanning corrupted pinky) will put you on edge and keep you paranoid about the ruleset of the game.   The aesthetic of lilith.pk3 is one of a kind, horribly mangling the rendering engine of old ZDoom beyond belief to disform sprites, textures, text and even sound effects. The end result makes close to no sense, your Doom marine sprite is heavily dislocated and looks more like one of those creatures from Alien than a human being and the list goes on and on. The confused looks obviously doesn't always make for clean or concise gameplay, especially in later levels which crank the confusion up to eleven and manipulate the level geometry to do things you thought weren't possible in the game. Even basic things like crushers, slime pits or a turnstile look horribly out of shape and makes the player uncomfortable.   This is essentially what lilith boils down to: an unfamilarity to something we thought we knew by heart, a rising sense of uncomfort as the level design makes less and less sense and offering the player a new perspective on what Doom is. Don't play lilith expecting top-notch Doom gameplay, but play it for the one of a kind experience it offers you. For the better and for the worse, there are no WADs like lilith anywhere and there will never be.
    • By Skittle · Posted
      I think that the combination between shotgun and chaingun combat, and the hitscanner shootouts this WAD offers are really fun and engaging. Pinky Demons are placed in areas where they're not frustrating, (The opposite being something I see very often, nice work Romero :P.) My only issue with this WAD is that one or two of the secrets, specifically those found in the darkened tech room, are sort of esoteric. The one where you have to jump from a platform isn't the worst, but the one for the Mega-Armour is annoying and in my opinion, unfair to find.   Despite these small issues, I think that Phobos Mission Control is an excellent and exciting level to run through, and I applaud Romero for returning to the Doom Community to make new levels.
    • By top10epicfails · Posted
      this wad SAVED MY MARRIAGE. 3/5
    • By finnaboing · Posted
      LOCAL DINGUS PLAYS EVERY SINGLE DOOMER BOARDS PROJECT PART 2: CIRCLE OF CAINA SP   (if you don't know what the Doomer Boards Projects are, here's the Doom Wiki article on them)   The next installment of the Doomer Boards Projects, April 2018's Circle of Caina SP, helmed once again by 40oz, is a notable step up from its predecessor. Inspired by FraGMarE's "icy deathmatch map" of the same name (y'know, minus the "SP"), it's a set of eight levels based around a wintry theme and it single-handedly got me excited for the rest of this series.   First and foremost, this WAD looks incredible. Every arena feels very distinct from the last - none of these fights blend in with one another and they're all the better for it. 40oz chose an amazing resource pack for that month, with the textures being perfectly suited for the cold, jagged landscapes. Normally, I either wouldn't notice the blockiness of the terrain because I'm so used to it in Doom or I'd dock points for it, but here, it works so well with the vibes of each map that I honestly love it. I'm already partial to ice/snow levels in video games for a ton of reasons, so this WAD going all in with the lighting and icy aesthetics makes me so happy. The music choices are also perfect (other than Hell Revealed MAP16's MIDI for "Cold Shoulder" for some reason but it's not that out-of-place), with a lineup of classic MIDIs that also happen to evoke that chilly feeling.   That's not to say it's all style and no substance, though - even if the fights do feel like they have a less intense bite overall than MoM, there are a lot more tricky "gotcha!" moments here that really keep you on your toes for longer. Each new arena feels dynamic and well thought-out (even the random pop-up monsters in MAP08 that feel a bit forced in but still work somehow even though you got a free BFG (the only BFG in the set, if I'm not mistaken) in the first room and plenty of cells along the way so it doesn't even really matter but whatever). The whole WAD flows super well, too, and lends itself very well to marathon sessions. Each map has a degree of momentum that keeps everything moving at an enjoyable pace.   I found the ammo balance to be a lot more generous than Monuments of Mars for this one too. I don't know if I'd necessarily say that means this WAD is "easier," but it feels a lot more beginner-friendly (as in, me. that's me. I'm beginner) and makes fights feel a lot fairer. Outside of MAP07, "Below Zero," being WAY harder than every other map in the set (and almost every map in DBP1, for that matter), the difficulty stays pretty consistent throughout. MAP01 starts out really simple and minimalistic, MAP08 is a bit of mini-slaughter, you know, the usual.   For me, the show-stealer is MAP05, "Frosty Cream Glade." It is maybe one of the greatest Doom maps I've ever played. It doesn't look like much when you first see it, but the way everything is so interconnected and how clever yet simple the encounters are and how pretty the visuals are and how the nonlinearity of the map lets you tackle the encounters in almost any order you want so it feels a lot more personalized and how the map's layout means that part of the puzzle is figuring out how to get where you want to go and the indirect signposting is so well-done that you're probably guaranteed to find it but it still feels satisfying AAAAAAAAA I love this map it's so good. If there's one's map you need to play from this set, it's "Frosty Cream Glade." The AUDACITY of supercupcaketactics to use the MIDI from Scythe 2 MAP21 and somehow completely justify its placement is something I aspire to.   This WAD's far from perfect - 40oz's maps can be underwhelming, some of the levels' freeform nature greatly hurt their pacing ("Cold Shoulder"), they take FOREVER to give you a rocket launcher (you don't get one until MAP04, that's annoying), MAP04 and MAP08 use the exact same MIDI which is really jarring when you play MAP08 for the first time, and for whatever reason MAP05's exit is tagged as a secret even though it's not hidden at all and is required - but I'm getting nitpicky. Circle of Caina SP is a fantastic set of levels from some highly talented people working with a theme that I'm already a huge fan of. Definitely a WAD to check out if you've got a few hours to spare.   OVERALL RATING: 8/10 FAVORITE MAP: MAP05 - "Frosty Cream Glade" (by supercupcaketactics) LEAST FAVORITE MAP: MAP03 - "Some Other Circle" (by 40oz) (it's not terrible by any means but it feels kinda meh compared to the other maps) HARDEST MAP (for me at least): MAP07 - "Below Zero" (by 40oz) MAP YOU SHOULD PLAY FIRST IF YOU WANT A SAMPLER: MAP01 - "The Chill Before The Thrill" (by noisyvelvet)
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