Names
CASTLE RUINS
Description
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:
Filenames
ctlruins.wad
Size
238.13 KB
MD5
8775252d5c8097fe06fb0a1c6450273e
SHA-1
5887bacba5d62705387a29a4d39cdb997bb24492
WAD Type
PWAD
IWAD
DOOM2
Engine
DOOM2
Lumps
11
Maps
1
 
MAP01
================================================================
Title                   : CASTLE RUINS
Filename                : ctlruins.wad (previously known as kcastle.wad)
Author                  : David Wrong
Email Address           : dpwrong@sprynet.com

Description             : 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.
                       
                          
Additional Credits to   : Andy Ghandour (of VOL), Sal Folino, Davey Judson
                          and Suzanne Wrong for Beta Testing.
                          Emilio Galasso for DOOM II editing discussions
                          when CASTLE RUINS and DAMNATION ALLEY were in
                          their infancy stages.
                          Davey Judson, George Mitrovski, and Emilio Galasso
                          for themes fo the buildings to construct around.
                          Emilio Galasso for format of this text file.

Additional Notes        : If you play the level or distribute the level,
                          please drop me a line.  I'd like to hear your
                          comments and suggestions, and I'd also like to
                          know how many people actually play my WAD.  This
                          level is a collaboration of many ideas from other
                          smaller incomplete levels that I worked on in the
                          past.

================================================================
* Play Information *

NOTE:  The level is huge and complicated.  A 486DX2-66 runs sluggish es-
       pecially in deathmatch.  A pentium is ideal for this wad.

Episode and Level #     : Map 1
Single Player           : Yes.  This is really only meant for those in-
                          dividuals afraid of going after another sentient
                          being.  You can exit the level at almost any time.  Even if you plan to
Cooperative 2-4 Player  : It's set up, but it would only be a big blood-fest.
Deathmatch 2-4 Player   : Yes!  This level originally had no other purpose!
New Sounds              : No
New Graphics            : No
New Music               : No,  same annoying music - I suggest turning it off.
Demos Replaced          : No.


* Construction *

Base                    : This level was designed entirely from scratch.
                          From the start, I knew this wad would have the
                          "inside-the-castle" theme.
Build time              : On and off about three weeks.
Editor(s) used          : All the level editing was done with DoomCAD v5.1
                          and used DeepBSP for the Node Building (this
                          is an excellent and FAST Node Builder).
Known Bugs              : some visplane errors may occur because the
                          level is so big. If the game kicks you out with
                          a visplane error, please E-mail with the last
                          known game location and viewing direction so I can
                          make changes

* Copyright / Permissions *

I would prefer it that this level not be used as a base for other levels.
If you do plan to build on it, a note in e-mail would be nice and perhaps
a copy of the WAD so I can also try out your modifications.  You MAY
distribute this WAD, provided you include this file with no modifications.
You may distribute this file in any electronic format via BBS, Diskette, CD,
or any other medium you can imagine, as long as this file is included.

* Where to get this WAD *

FTP sites: ftp.cdrom.com, www.msi.net\~egala and my own "underconstruction"
           web page (hopefully!)
           I plan to send it up where I can.  Or you can contact me via
           E-Mail and I can arrange to send it to you, or tell you where I
           have managed to send it up.






* Another great Deathmatch Wad *

        Damnation Alley by Emilio Galasso.  Download at ftp.cdrom.com,
        and www.msi.net\~egala.

MAP01

DM Spawns
7
Co-op Spawns
4
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