Title: Maxcastl: The Most Massive Wad
Filename: levels/doom/m-o/maxcastl.zip
Size: 187 KB
Date: 05/12/06
Author: Max Thrott (based on Nigel Rowand's work)
E-mail: Max.Thrott@f201.n331.z1.fidonet.org
Description: Inspired by NJ_CASTL.WAD, much of the integrity of the original level has been maintained, except that it is HUGE. I opened up many of the void spaces on the map to make passages and secret rooms. ... There are many ways to approach certain areas, and the action inside the castle is very much determined by the way a player behaves while on the outside. Monsters my appear in one area the first time you play and may not show at all in the same area the second or third time through. (see the original for more comments)
Credits: Andrue Carr (Play Tester), Jimmy Warren (Play Tester), Ice Cube (who designed Icefort.wad - one incredible level - and who inspired me to try my hand at wad building. And Nigel "Enjay" Rowand for NJ_CASTL.WAD.
Base: nj_castl.wad by Nigel "Enjay" Rowand
Build time:
Editor(s) used:
Bugs: In Doom.exe, there are problems with the savegame buffer and the vissprites limit on UV.
Rating: (3 votes)
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Commenting as: Anonymous
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Reviews:
Anonymous
This is dated October 1995. It's E1M3. It's a castle level, very typical of all the other castle levels from 1995, but much larger; there are 750+ monsters, which is astonishing for 1995. The gameplay isn't very good, though. You just go around in concentric circles, blasting swarms of imps and shotgun men. There's tonnes of ammo and health. It's an impressive feat, but tedious and mazey.x
Anonymous
A major expansion of Enjay’s nj_castl.wad, with new areas and monsters inserted inside empty parts of the original. It's no chicken-shoot once you get to the heart of the castle - the monsters there can cause real problems. I'd recommend fighting on the run and only settling down for a pitched shootout when you've found somewhere secure where you won't get boxed in. Progression is relatively smooth for a large map and height differences spice things up in the way you'd expect in a castle map.x

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