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The Hall Of Showdown

   (2 reviews)
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About This File

The story of this Pwad is as long as the Pwad is big.

One day some years ago some friends and I, we discovered that there is a way to create own Pwads. We started to build some at once, and so I started to work on this file; only to try out some ideas, to find out how DEU works and to create something for Deathmatch. So I found out that most of these ideas didn't work, but I found out how DEU works. More ideas came and the Pwad got bigger and bigger and useless for Deathmatch. So I stoped working on it. But I didn't stop building Pwads (stairs.wad, lift.wad, cyrc.wad, ralle.wad) and these Pwads are very good ;-). Now, years later I rediscovered the thos.wad on my HD and made thos02.wad out of it (includes: things, some corrections, an end-level-switch, a demo which shows you how to survive and how to find the big BFG-Secret and some sreenshots). There are still some Bugs (which I see but you might not) and the Pwad is still senseless because DM is only fun with more than 2 players (I never played with more than 2) and because Singleplayer might be to hard. But you should try it out also this one, to be able to compare it to my other Pwads.

(Try out: CROSS.wad, STAIRS.wad, LIFT.wad, CYRC.wad, RALLE.wad, ASYM.wad and all the other Pwads I've created...)

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Unknown date

A huge map... that isn't very good. * -sargebaldy

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Unknown date

This is dated June 1996, with some screenshots from August 1995. It's as dull as the readme file. It's one of those early levels where each room has a different texture, because the author wanted to use all the textures; thankfully there isn't a sound replacement. The map consists of a central room surrounded by what amounts to a large single-file maze. If you can play for more than five minutes before dying of boredom you deserve a big hug.

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  • File Reviews

    • By elend · Posted
      When first reading this wad's description I thought this will be a 1994 style map, where someone just tried to recreate his office building to shoot up his colleages. Boy, was I wrong!   Going Down emerged as one of my favourite megawads so far, with its very clever use of small to medium map space and interesting gameplay mechanics in every single map. The first couple of maps start innocent enough, but soon you will find yourself navigating literal crawl spaces, thinking about use of space and / or slight puzzle mechanics just before being thrown into hell itself and fighting for your life. Going Down is designed as a literal descent into hell, which was the most beautifully realized aspect of it. How every map slightly changes into a more and more hellish theme is just great, great design work. Even though the later maps delve into slaughter territory I must admit that I still quite enjoyed it. Actually this was the first time I enjoyed being slaugthered and figuring out how to approach the map.   Going Down is simply an amazing piece of work, oozing quality from start to finish and rewarding the player with incredible elevator music inbetween. A must play.
    • By Rosh Fragger · Posted
      Such a wonderful creation! I really wish there were some more maps so this could make it into ZDaemon Thursday Night Survival (TNS) someday...
    • By Ajora · Posted
      This is a solid contender for being the absolute best Megawad that I've ever played. 
    • By NuMetalManiak · Posted
      I...did not review this, okay. well, it's blue and it's pretty decent and setpiece-y. get used to ribbiks' style and this one is just like all his other maps, very well-designed and fun to play. just watch out for MAP03's final area.
    • By NuMetalManiak · Posted
      it's one of those classic 90's wads you can probably just sift through, but it's not that good. plenty of inescapable pits, some awful level progression, and some actually trollish crusher placement lie within this one.