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   (2 reviews)
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About This File

This level was made for 2 to 4 player deathmatch. Three to four players are ideal whereas two players may find it difficult for frequently running into each other.

I originally designed this level to allow as much freedom of movement for all players as possible. Through playing many wad files, I noticed that there are five important criteria for a good death match level, namely:

i) Room to Move: wide openness needs to be there to allow better aiming skills to shine and freedom to runaway and be tracked. vertigo

ii) Height/Open-ness: to get a sense of unexpected fear from all directions and a sense of vertigo.

iii) Appropriate fighting area: a sufficient amount of room so that players will easily find each other when on the move, as well as allowing the ability to hide and watch the battle from the extreme sidlines.

iv) Must work for the Ammo/Health: players in order to maintain fighting superiority must also be skillful at replenishing their sustenance (in- cluding ammo)

v) Innovation: new elements added to the level to enhance it gameplay, atmosphere and theme.

I have tried to incorporate these in my CASTLE RUINS wad. It is the only open-wide wad file that I have come across that has an entire open ledge around the whole level! Four castle towers allow quick teleportation between each tower to rapidly place oneself at the map's extremes in milliseconds; figuring out the tower's teleporation pattern shouldn't be difficult and may come in useful when being chased. Each building is completely open to attacks from all sides within this fortress.

The buildings within the castle walls are as follows (in a spiral clockwise direction): the Guard Station, the Plasma Temple, the Meat Market, the Storage Facility, the Horn Building, Restoration Chambers, the Imps Mud Dwelling, The Penitentiary, Dual Crush- ing Compactor, the Sacrificial Altar, Green Acid Annex, Inn-of-the-Six-Weapons, the Watch Tower, the Sewers, and the Arena.

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Unknown date

Good for a 1994 Deathmatch wad, but so-so today. Level design isn't bad, gameplay is fine.

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Unknown date

Its a Decent Deathmatch wad lots of buildings and places to hide in.

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  • File Reviews

    • By Chipchase · Posted
      Superb firework display of thousands of fireballs seeming in slow motion because of the vastness - mostly avoidable as they land where you were ages ago; but worth playing just to see it. A HUGE square surrounded by tiers with hundreds of imps and a few others, plus a blockhouse you can enter first to collect ammo.  Fighting through the hundreds of monsters when you get onto the tiers is another matter, overwhelming at UV. I cheated to finish so at least I could review.  Some HOM bugs.
    • By CountArchvile · Posted
      Terrence For fucks sake...
    • By Yura04kizel · Posted
      Laggy hell with 32k monsters and too much invulnerability spheres. Just... total vomit.
    • By Chipchase · Posted
      Insanity, with voodoo dolls (see second screenshot).  I get the idea of a shooting gallery if that rocks your boat, but 6000 monsters behind railings- as far as the eye can see, FFS! My PC crawled when I looked towards the invuln spheres (someone said 32 k of them and you can't avoid picking up thousands at a time). In the end I cheated with god mode and no-clipping, and waded in among the chaingunners until I got bored.  
    • By Chipchase · Posted
      Simple, clearly a first wad.  All on the flat with big, brightly lit, and architecturally implausible rooms. The first map has two rooms, the second map one, and the third map one plus a kind of exit lobby. You can do one of two things - just run past the monsters and finish (I did it in 35 seconds), or have a bit of fun killing the monsters first. No noticable bugs. I hope the author will go on (or went on) to greater things.