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   (2 reviews)
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About This File

A deathmatch designed with fun and balance in mind. The feeling of this level is fairly open, just a few largish rooms and some interconnecting passageways. It's not intended to be a frag-fest, but more of a fair competition. (Average life span is greater than 5 seconds... :)

Everyone has a weapon nearby when they start, generally within 10 or 20 feet. All players start with 200% health, to make the battles a little longer lasting. The deathmatch spots are designed to eliminate unfair "start-up frags".

Every weapon is available, although it is more and more difficult to get to the more powerful weapons. There are some weapons sitting in cages, with a switch next to 'em; hit the switch to give access to that weapon elsewhere in the level. A quick rundown: Rocket launcher: switch and weapon itself are in the arch-room. Plasma: has two triggers, the switch and walking on one of the ledges. BFG: The easiest weapon to get, but you pay if you do. Or, go the hard way (no secrets involved, but still a long ways to get there), find the BFG-in-a-cage, and get it that way. You'll be off free as a bird. Super Shotgun: (Doom ][) Check the green room.

It's a very good idea to play this level with the alt-death rules. The exit switch is clearly marked, non-coop, and can't be hit accidentally.

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Unknown date

I can't believe the Tree series was made by the same guy as dehacked. You'd think these wads would get more recognition or something? Anyway, this one is a nice DM map that would've fit in fine with the Dwangos of its time. The E2 aesthetic is appealing, and the gameplay is varied and complex for 1994. I also like the Doom 2 compatibility. 4/5 for '94

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Unknown date

Great deathmatch arena for 94 standards. A bit large, an 8 man game would work really well here. Also, this guy created Dehacked, one of the most important milestones in modding history. Without letting that incredible achievement effect my judgement, this gets a solid 3.5 rating. Wish he'd made more DM stuff.

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  • File Reviews

    • By whirledtsar · Posted
      An odd wad in which you play a Hexen class while fighting Heretic monsters in Heretic-textured levels. Surprisingly, it works pretty well, and is an interesting change of pace from either game. It retains Hexen's hub design, although it's not at all puzzley, just a "go and collect 3 items and return to the hub" quest. It's very combat-focused (there's almost 400 enemies in the final level), but unlike some Heretic maps, it doesn't end up feeling like a slog. Perhaps Hexen's weapons are just more powerful than Corvus's. The level design is very good, besides a couple of sore spots (the cramped areas of the lava level, the metal maze in the final level). The boss, D'Sparil, is much easier to kill than he was in Heretic; he probably should've been modded to have a better chance against Hexen's warriors.
    • By Philnemba · Posted
      A fun heavily modified tougher version of Doom 1's E1M6 dated back in April of 94(yes same month of origwad). Its starts a bit hectic but with so many shotgun guys and plenty of health throughout the map, its actually not that hard to go through. However like any 94 wad, it has typical misaligned textures, a few HOMs, and had to use noclip cheat to grab the last card key due to ceiling being too low to pass under. Despite its age and a few minor stuff, its a fun wad from 1994 and I would recommend to give it a try :)
    • By whirledtsar · Posted
      Excellent wad for Hexen fans. It stays true to the style/spirit of the original game while introducing new ideas. The level / hub design is interesting, the combat is well-balanced, texturing is well-done and well-aligned, and there are plenty of interesting scripted events. The wings are used in a very smart way - you're able reach many previously unreachable items and paths. The only thing I disliked was the "boss" of the final level. I won't spoil it, but it's quite disappointing.   Unfortunately there is a bug in The Castle Of Fluft - the flame mask switch is not set to "repeatable", so if you try to use it without the prerequisite mask, you won't be able to use it again when you do. If you encounter this bug, type "puke 10" to activate the script the mask normally would.
    • By Lane Powell · Posted
      This seems like a semi-hidden gem. The author's other WAD Crimson Canyon won a Cacoward, though I prefer this one.   It certainly lives up to its namesake. The textures are all Hell's green marble and blood, supplemented with custom textures including some modified Giger designs and some creepy sprites I recognize from Monolith's Blood. The map designs are seriously contorted. It's probably a divisive aspect of the set. In some levels the angular layouts wrap around themselves in a jagged mesh, creating devilish mazes with slightly obscure progression, and where fireballs can fly at you from different parts of the map. Other parts are darker and more claustrophobic. It's all a totally hostile atmosphere.   There are some common themes gameplay-wise but you'll know them by map 2. A big one is ammo constriction, especially on UV. Certain maps seem near unbeatable without finding key secrets.   This was actually one of the first WADs I completed a few years ago, and on revisiting it it feels very fresh. Like most memorable WADs, it rides on strong concepts and some devilish gameplay while targeting a distinctive theme.
    • By RonLivingston · Posted
      It almost looks as if what pestilence from hexen 2 would look like in this mod