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CASTLE RUINS

   (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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HK!D

Unknown date

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

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Guest

Unknown date

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

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  • File Reviews

    • 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.
    • By Nems · Posted
      Despite the browns and grays that are prominent in this megaWAD, I found it to be fun. I also found it to be quite the challenge. The first map gives you a taste of what to expect in terms of enemy encounters. The author makes good use of mid-tier enemies to apply pressure on the player. Monster count for most of the maps barely breaks the 150 mark but, as said before, the use of mostly mid-tier enemies puts pressure on the player. I also like how the megaWAD handles level progression. Most of the levels you go through consist of caves, cities, islands, and tech bases in space. In fact, there's only one real Hell-like level and even it's within the confines of the moon base you fight through in maps 21 - 30.   About the only gripes I have with this megaWAD are with regards to maps 32, 29, and 30. I know the text file and map 31 give warnings about map 32 but there really should be some kind of alternate exit in map 32 instead of trapping you in place if you don't pass one of the puzzles. I wasn't a fan of how close quarters the IoS fight was in map 29, especially since it can get cramped quickly with monster spawns. Finally, the randomization of what keys spawn during your escape in map 30 isn't fun either. 10 minutes seems like plenty of time but between navigating the vent system (again) without light goggles and dealing with mid-tier enemies, that 10 minutes can get eaten up really quick.   Overall, it's still a fun megaWAD. I'd recommend at least giving it a shot.
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