Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
  • NOTE: There is a known issue with the most recent entries having screwed-up information and links. Some databases are out of sync and we haven't been able to fix it yet.

Assault on Castle Wolfenstein

   (7 reviews)
Sign in to follow this  


6 Screenshots

About This File

For more Doom 2 levels and other horror-themed entertainment products visit http://www.innerdemonentertainment.com/
Based on the id classic, “Wolfenstein 3D.” Stein.wad takes place during the 1940’s in an alternate reality in which clandestine research efforts and appeals to ancient, evil deities are about to give Germany an overwhelming advantage in World War II. This series includes period-accurate imagery and design elements relating to the setting and theme. Anyone who may be offended by the theme or images used in the series should refrain from playing it. The story is as follows…
In May, 1943, British intelligence received credible information regarding a German research facility at a remote castle named “Wolfenstein.” Not much is known about the nature of the research done there, but rumors abound. Some think powerful new weapons are being developed there. Others think that doctors use the fortress to conduct experiments on human subjects – using surgeries, drugs, or both – to engineer the perfect soldier: larger, stronger warriors who can go days or even weeks without sleep.
Little is known of the Commandant of Wolfenstein’s forces. He is said to hold frequent staff meetings. The meeting times, locations, topics, and members are all kept secret from those not attending. Even the lower officers consider the Commandant rather mysterious, if not a bit eerie. He is never seen in person by anyone other than his closest advisors, who relay his orders. Due to the isolated environment and the secretive nature of the facility, it seems possible that the Commandant may be distancing himself from the central command in Berlin and becoming something of a cult figure within the castle. As the top covert operative and intelligence agent in the United States, the Allies have asked you to infiltrate the castle, determine the nature of the facility there, and report back to our operatives in Europe for extraction. You are cleared to use your firearm at your discretion. Remember, this operation will turn the tide of the war.
Fans of the AD&D classic, Eye of the Beholder 2 (PC), may recognize a part of the third map.

User Feedback

Create an account or sign in to leave a review

You need to be a member in order to leave a review

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now


I actually enjoyed this although it felt like to me there needed to be a few more levels and different types of Nazis and should've have ww2 weaponry 5 levels just made it felt like it was ended to quickly but other than that.

Share this review

Link to review

Mazes, nazis, mazes, bland visuals, mazes, swastikas, mazes. Shows some creativity and technical knowledge to build technically correct levels so doesn't deserve a zero, but is still a waste of time.

Share this review

Link to review

Creative idea and fun to play, but seems like it really could have been tested better (useless secret in the first level, excessive supplies in the fifth, a lot of unusually easy combat).

Share this review

Link to review

bleh, it's kinda cool. i understand the need for walkthru walls, but it could be hell when a demon steps up and bites your face off! ~1/5

Share this review

Link to review
  • File Reviews

    • By Ordon · Posted
      well, the concept is good  BUT...   WHAT THE FUCK EVEN IS THIS??
    • By Cinnamon · Posted
      Definitely shows its age. It was a real grind to play through, mostly due to the levels being boring, but also from a remarkable over-reliance on hitscan, especially shotgunners. For some reason. The third episode does indeed pick up much of the slack, but with the really fun levels being shining exceptions rather than rule for two thirds of the WAD it still left me annoyed and exasperated in the end. The maps look fine most of the time and the music is good to really good, which is something to hold on to. I would still advice my past self to skip most of this one.    
    • By Cinnamon · Posted
      There's not too much for me to say about this one. While it isn't exactly my jam 100% of the time, I'm struggling to see how any creative endeavor could entertain me so thoroughly, throughout all the 32 parts of it. Ancient Aliens is charming, somewhat challenging, mysterious, well-paced... I could iterate over plenty of different variations of lavish praise, but I guess that in and of itself describes my feelings: AA is remarkably well-rounded. A DOOM blockbuster - and I use that description as an honest compliment rather than the pejorative it's sometimes thought of. One for the ages, and it'll be one of the WADs to which many of my future experience will be compared.    
    • By VoanHead · Posted
      On second thought, this wad is kinda mid if you ask me. After playing through all of it on pistol-start I wasn't really blown away by it. The midi pack that was made for this in 2020 was very nice if you ask me, but why this wad ever deserves a midi pack when it's so bland is what makes me scratch my head. Idk man, I didn't like this one as much as others do :/.
    • By baja blast rd. · Posted
      This reads as an early example of arcade-style mapping.   Areas are defined largely by color combinations, with no real overarching theme to the map: there are silver techbase rooms, brick-like Earth rooms, red hellish rooms, without much in the way of detailing or setting-building -- all centralized around a square hub room with key doors, which repopulates with monsters each time you find a key. It's on the simpler side visually, but still a very clear step above "monotextured square rooms"-type design, with some solid architecture, shapes, and texture combos here and there, and even a clever crushing UFO-like "ring" at one point.    The gameplay concepts are very straightforward, with one exception being a room that has you platforming over damaging floor while closets of lost souls and cacodemons open up. Instead, the bulk of the fighting is more often dished out as blocks of monsters often revealed in closets -- blocks at a density far below what you'd consider slaughter. Some of the potential fun involves herding monsters towards barrels; once I waited several seconds for chaingunners to walk halfway across the room, right next to a clump of barrels I could blow them all up with. The ending fight is designed for you to pour rockets into two static cybs while circling, and I skipped that one.    Completed in a bit under 10 minutes.