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Snowballs' Chance .... (DooM I)

   (10 reviews)
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7 Screenshots

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Large, open map that features plenty of room to maneuver as well as tight battles.


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damned

Unknown date

  
This map is definitely worth playing if you have some spare time and want to play classic DooM1 map. Large outdoor areas are quite empty with lot of running and few action. Indoor areas are exactly the opposite. 4/5 - Damned

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Guest

Unknown date

  
Good map design, good indoor fights, but outdoor fights were not exciting.

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Guest

Unknown date

  
Decently detailed, huge map... tons of ammo, health overload... very poor fights. This could use a lot more monsters... and the map size was a drawback... 2/5.

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Guest

Unknown date

  
@ previous poster this is medium sized map not huge and many fights are tough and fun 3.5 or 4 out of 5

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Lightning Hunter

Unknown date

  
Snowball's Chance is one of those rare maps with large exterior buildings. Visually speaking, the outside of the map looks great. The interiors aren't quite as detailed, but are still nice. The game play does offer some nice challenges and surprises. Spectres are actually dangerous in this map, rather than being in the usual slime pits. Overall, a avery enjoyable experience.

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Guest

Unknown date

  
Very solid, classic map. 4/5. - ZZ

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Guest

Unknown date

  
Perfectly fine map IMO. The only criticism I can back is it was boring at times outdoors. Still, worth 4/5 and a better review than it got in /newstuff. -MegaDoomer

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Guest

Unknown date

  
It's not enough good as an awesome classic map. I almost skipped all of enemies in outdoor area because it's boring to kill them. It's still nice classic map with some fun. 3/5 -playerlin

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  • File Reviews

    • By Gaia74 · Posted
      I must say that although it is a wad of terry, I would like to find a serious one like this, new enemies very interesting and original just for their attacks, bosses that have inspired me (and you can see it in my creations) and it is really amazing like this wad despite having their terry traps is entertaining and much better than many wads of 32 levels, if you want to have something interesting to play and different as long as you ignore the story is fun filled with very good boss fights, excellent music, this is an option although if you can not stand the terry traps just do not try it   5/5 to be a joke wad   Gaia74
    • By Chipchase · Posted
      A quarter of a million monsters in a gigantic flat square room. It is said to be for stress testing source ports (and your PC?), otherwise it's on the other side of crazy. It took my PC nearly two minutes to load the wad (I thought it had crashed) and I took less than two seconds to die. At least it ran - the author says he never even managed that.
       
      The first screenshot has a high viewpoint because an Archvile lifted me. The second shows it in the Eureka editor; seeing only about 4% of the area, and every red square is a heavyweight monster (yellow selecting a caco).  and Doomguy is in the bottom left corner. Eureka was crawling, almost unusable - how did the author even build this?    
    • By CaptainResident · Posted
      This was great. Great joke wad and a great Terry trap collection. Instead of the generic "Oh it's a well made map at first then BOOM" it's actually a well-made megawad that simply has them as little traps that can be avoided. It's able to be completed, seriously. That's new. I especially love the final boss and highly suggest using a cheat against him. Trust me, do it, it'll be worth it.
    • By defiatron · Posted
      This wad is fucking legendary.
    • By geo · Posted
      Are you up for a brutal, non stop challenge through detailed, but bland environments? The Secret Energy doesn't let up, so it's either a low health slaughter map or a speed runner's dream to get from switch to switch, all while enemies constantly spawn in with each button press. There's little health for such meaty enemies and even on the easiest difficulty, it's a slog to kill them all. To balance out the lower health, there are less hitscan enemies that seem to be relegated to a few chain gunners that can get distracted in a sea of madness.   It feels like a punishing experience from the first room. It fills with imps, then pinkies, then flying enemies, then revenants and a cyber demon. The entire map is like that. Enter a room and it will flood in via waves. Each wave opens up something new and you need to find where that new thing is. Is it a switch on a wall? Is it a switch inside of a pillar? Did a door just open up? Are you supposed to go back into the main corridors of the complex? At least on my first play through, I felt there was a poor flow to the level.   The place is so big and centralized, you might miss where you need to go next. No arrows, the switches are around corners and walls inside of rooms that may or may not have opened. The game has its detail, but detail with greens, browns, a few blue wires across the floors, perhaps to guide you to the next area. It was all lost on me and blurred together into a jumble. While the structures of each new room was different, it's the color scheme and darkness that stayed the same.   Give it a try. There is something redeemable in here for those hardcore enough to endure the first room, let alone the entire map.
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