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OK Corral

   (2 reviews)
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About This File

This started out as a simple deathmatch wad and quickly got out of control. :-)

I orginally did this up with only 5 buildings and _only_ beserk packs (and some clips). It was nice, but I wanted to take advantage of the sniping. So I added some shotguns in UV. Then I thought, some wimps might want to try other weapons. So I added those under Not Too Rough. And extra buildings seemed in order.

Anyway, here it is. It's a fun little level even as single player. Don't let the bar fool you. It _is_ survivable in single player. _Don't_ have monsters in network unless you've got a screamingly fast net. It just crawled when we tried it on a friend's IPX net at work. Too damn many demons. :-)

I (honestly) got the idea before I heard about Boothill. I love their levels, but this is more of a John Wayne thing on HMP. :-)

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A small brown city for you to explore, relatively low but not ugly detail. Kind of boring with not much to look at. Demons are literally treated as pigs - Xit Vono would be proud.

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This is an old map from 1996 that emulates a city. There are a few bugs, but overall the structure, while not at all suited for fast paced matches because of the size and the fact it it easy to hide and get lost, isn't bad. The map felt a bit too dark though, and I couldn't understand the weapon placement. I guess this could be playable on skulltag LMS.

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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.