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Castle of Doom

   (2 reviews)
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Dark and foreboding. Castle of Doom is reasonably large. It took me 30 minutes to get through it on the "Hurt Me Plenty" setting. Beware, there are traps! Be careful of switches and save game often. Doing things in the right order is critical to completing this level. Don't be afraid to leap across voids either. In one part of the level, you must run in order to get across the void and into the next room.

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Unknown date

Not bad early-ish level, with a clear Hexen influence in the textures and satanic runes etc. There's a nice "metal catwalk" at one point (it's the jump mentioned in the readme). Suffers from a lot of early wads problems; it's mostly a maze, and there are inescapable lava traps, which simply aren't fun. It's been a long time since people thanked Raven Software; did Hexen really have such a huge following? I remember it being very dull.

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Unknown date

Unusually non-linear and artistically not bad. I unexpectedly teleported to the exit after 19m without finding the yellow or red key (50% items); my 2nd attempt took 24m with 100% items. New textures are way out of proportion (e.g. door grilles above head-height) and lighting is haphazard: one entrance appears to cast a shadow & many bright areas have no light sources. Pegged door tracks, walk-through textures, all my pet peeves. Would like to give 3* but it's better than average for any era, let alone '97.

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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.