.A deathmatch only map which looks pretty cool. An open castle with four towers and a medium sized courtyard. Also several separate areas off of th...

138.28 KB
WAD Type
Title                   : CASTLE.WAD
Date Finished           : 1-2-95
Author                  : Kurt Dillard
Email Address           :<email removed>
Other Files By Author   :SQUALOR.WAD & KEEP.WAD
Misc. Author Info       : Second best deathmatch master of Austin

Description             :.A deathmatch only map which looks pretty cool. An open castle with four towers and a medium sized courtyard. Also several separate areas off of the main courtyard. Good sniping. Some tough puzzles in order to get all of the power ups. All weapons are available. Some of the pillars in the courtyard are lifts activated by remote switches, some are imobile. The NW and SE towers can only be accessed by teleporting in or by rematerializing there after you've been fragged. The teleport puzzle is a little tricky to figure out, its almost impossible to utilize with four players. I hope you all like it. It's my best effort yet, I believe.

Additional Credits to   : The authors of DOOM II, DEU, DEU II, and BSP!
* Type of DOOM or DOOM II file*

(Choose One)
New level WAD           : Yes 
Sound PWAD Only         : No
Music PWAD Only         : No
Graphic Addon Only      : No
Dehack Patch Only       : No
.LMP Only               : No
Required To Have In Dir :n/a 

* Play Information *

Map #                   : Map 01 (For DOOM II only)
Single Player           : No 
Cooperative 2-4 Player  : No
Deathmatch 2-4 Player   : Yes 
Difficulty Settings     : No 
New Sounds              : No
New Music               : No
New Graphics            : /No
Demos Replaced          : None

* Construction *

Base                    : New level from scratch 
Build Time              : 50 hours
Editor(s) used          : DEU II and BSP
Known Bugs              : Why would I post it with bugs? Well, there is one minor glitch that doesn't affect game-play: When you look from the NE tower towards the SW tower you might see a slight HOM effect. The only way to eliminate the effect would be to remove some of the two-sided lindefs in the area of the HOM effect. I decided to tolerate the problem rather than change the map. Let me know if the problem causes crashes.

May Not Run With...     : ?

* Copyright / Permissions *

Authors (MAYuse this level as a base to build additional
levels. Just give me a little credit! 

(One of the following)

You MAY distribute this WAD, provided you include this file, with
no modifications.  You may distribute this file in any electronic
format (BBS, Diskette, CD, etc) as long as you include this file 

You may do whatever you want with this file.

* Where to get this WAD *
Compuserve Gamers Forum and Modem Gamers Forum

FTP sites:

BBS numbers:

Imagine that you walk up to a castle. It's big, and very dark.
You look up. Somebody is shooting at you from the turrets!
Better start moving, or you'll never escape. You run around
the outside. The castle is surrounded by a moat, and there's
no back door. Just a small window high up on one wall. Darn,
you'll have to go in the front door.

I built this level from scratch using BEU5.0 and BSP11X. It is
the biggest, most complex level that I've ever seen. Well over
a thousand vertices and linedefs. Lot's of tricky bits, pretty
scenery, and violence. I would appreciate seeing an LMP for
a triple 100% on ultraviolent.

This level replaces episode 1, map 1. It allows multi-player and
deathmatch games. It's tuned for single player.

                                   Alex Siegel
                                   <email removed>


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