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Snowball's Chance

   (13 reviews)
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Never_Again

  
The BLOCKMAP entry has invalid size. Once you remove it and rebuild the nodes, you can load the level. Looks promising until shortly after start an essential switch turns half the level into impassable HOM. Just another piece of Zdoom junk parading as vanilla-compatible.

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NuMetalManiak

  
the atmosphere at the beginning seemed cool, but it was easy to get lost. when I finally got to the large horde of demons, first of all not all of them came after me and second if I stayed in the closet with the switch then I would be stuck too since the switch is one-time use only.

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Guest

  
Plain primitive and overly rectangular layout with a lot of empty places, very spare texture use, as good as no decoration, a shitload of doors which aren't doors, endless walking, one sudden flood of about 70 pinkies and besides that only a few lower-profile monsters, and a switch hunt. Overall gameplay is hopelessly simple and unattractive. 1* because it is truly awful. Not worth a try, because there are too many better levels.

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Guest

  
Starting off a slow process from when you begin, there is sudden emptiness the first few rooms and a couple of nukage plots. Run down some empty corridors and hit the implying switches along the way. Expect a few imp fights and lowly pistol zombies in the first part, then the more you progress you realize you just aren't done yet, oh no.. there are pinky demons ready to maul you down like fresh meat. 3/5

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Unknown date

  
very slow action, well, thats untill the auther throws like a hundrid bull deamons after you and you just get raped because you dont have the ammo to kill theam all 1/5

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Unknown date

  
This is dated August 2008. It starts off as a simplistic slime base; you flick switches which release a few monsters, and then you get attacked by a swarm of demons, more than you can practically kill. The gameplay involves running away, down a series of empty corridors. The idea is intriguing - you have to hurry - but the execution feels a bit off. It relies on one-time teleports, and you really don't have enough ammo unless you're compulsively precise.

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Unknown date

  
This is a speed mapper. When the demons run, you better start running fast, don't mind the stimpacks. Every second is a second closer to being mauled by demons. ~0/5

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Unknown date

  
This is a godly map in terms of gameplay, however, it's probably not for everyone. In the beginning, the map seemed very empty and very surreal, which built up a bit of suspense. Then the author throws a brick at you and you're more or less in a state of "WTF?!". I knew there was more to this map than what met the eye. I look forward to your 3rd map ever :P ***** --EarthQuake

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  • File Reviews

    • 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.
    • By Summer Deep · Posted
      Played on UV, GLBoom+   This is a very decent map for its era, but is not without its flaws. Plenty of enemies and traps, but more than enough health, armour and ammo to deal with them. The trickiest bits are the section near the beginning, where a couple of the chaingunners appeared to be able to shoot through solid barriers, and an 'infinitely tall' imp can cause problems, and the encounter with a couple of archviles later on, which needs to be dealt with promptly and effectively.   The lyrically-related puzzles are an interesting element and work pretty well. The elevator device near the end is clumsy though - it takes an eternity to go up and down, and the situations it engenders are predictable and tame.   If you want to experience a more challenging and polished map by this author, try his later Hidden Mountain Factory wad.   Around 65/100 for this level though.
    • By pritch · Posted
      I can't in all conscience not give Sunlust 5 stars.   This was my first run through, I'm late to the party but don't have as much time for Doom nowadays. But if something like this were released every week, I'd probably never play any other game again.   I've gotten so used to playing such great maps and megawads created by this community that I can honestly say commercial games routinely feel lacklustre in comparison. And these are free - the best things in life truly are.   Sunlust isn't perfect. I dislike the glut of killed-to-end maps in the late teens and twenties - I think once an episode is enough to rebuild from a pistol start, especially when most of the weapons are given to you anew quite quickly due to the difficulty. I do get it though - the mappers want that BFG back at times, to force you to do it the hard way. I personally don't like too many maps that prevent you backtracking for health or armor that you save for later. Some of the later maps are, in my opinion, a bit too hard, and a bit too hit-switch-for-slaughter, too soon. Some of them are only average for design and visual appeal and I dropped below 60fps in places with a relatively fast CPU.   These, though, are minor niggles in context. This is a great mapset, and in particular one of, if not the best map 30s I've ever played. Map 30s are usually so constrained by the need to have a demon spitter - it's just not a very good final boss and we've seen every variation on a demon spitter map under the sun now. Far better to do a grand set piece finale with a four figure monster count - and that's what we get here. The final arena when the lost souls spawn above the main battle is visually one of the most impressive experiences I can remember in years of playing thousands of wads. It's not just the final arena - the entire map has a deeply impressive and imposing ambience and deceptively simple yet awesome architecture. It was a fitting end to a great set.   Too many good maps to state them all. I guess a special mention to map 13 - I love the flow and feel of this one, and it has a banging track. The music is very good throughout, and feels tailored to a lot of the maps. They modified one of the PSX Doom tracks for map30 and it is just perfect.   4.9/5 then - I wish they'd do it all over again...
    • By yourusernamee · Posted
      the whole package is pretty great. the progression of themes, the music, weapon and enemy replacements. i'll remember this one for a long time. 
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