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Marbles

   (10 reviews)

Guest

3 Screenshots

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Short and sweet map with a hellish setting.


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rdwpa

  

2.5/5

 

Core combat is a strength. It's brisk and easy, and you'll be using the SSG to double-kill imps, pellet-slap mancubi's bellies, and get a firm grip on boners in your area. Apart from that, I found the experience lacking. Visuals, though okay, suffer from alignment issues. Wandering back to the exit door, far from its requisite key, accounted for a good chunk of my five minutes playing. 

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mun

  

A short level, but very nice. Has a rather distinct texturing scheme which makes it stand out from other marble-orientated maps. The lighting is also good and smooth. The encounters have some tough moments, but overall manageable.

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Zahid

  
Short and fun...Most Admirable element here in my opinion is monster placement...bit easy but Decent overall...

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Zalewa

Unknown date

  
Short but fun. Nice connectivity. Visually pleasing. Good and varied gameplay.

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Guest

Unknown date

  
Fun... save for the damaging blood. ;)

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xnv

Unknown date

  
Strong map with nice looking (but repetetive in general, see title) level design and some poor texture alignment in a few places. Difficulty is pretty balanced and gameplay is fast (though a little confusing) so map can be completed under 15 minutes (or under default MAP01 par if you wish). 4/5 for effort but if you're looking for something special - it's not.

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Kapanyo

Unknown date

  
An impressive and good looking level that isn't overly hard or stupidly easy either. My only gripe are the sewer brick texture - I just don't think it fits, but hey, that's my opinion - and alsoWHY DOES THE BLOOD DAMAGE!? Yes, I'm aware that ID designed levels with damaging blood too, but... yeah.

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  • File Reviews

    • By InDOOMnesia · Posted
      Love the map's flow. Pretty tough for me (regardless of difficulties), yet it felt just right.
    • By RetMenTos · Posted
      It was fun (technically speaking). I was on the train and I had nothing to do. So I fired up this wad and chugged through a couple of these levels. Special thanks to my good friends iddqd and idkfa, they made this experience bearably amusing.
    • By Never_Again · Posted
      Three levels in three separate WADs (EHD11, EHD12 and EHD14) dated March 31 1994 - 26 years and a day ago. The author, Ed Jankovsky - a student at Northern Arizona University, announced them on the same day in newsgroup alt.games.doom in a thread titled "Try These New Levels!!!"   https://groups.google.com/d/topic/alt.games.doom/VUFq8jK-RxM/discussion   The number of the exclamation marks in the subject reflected the author's excitement rather than the quality of the levels. Even by the standards of the day they were rather poor - Michael Kelsey's STONES had been out for several days already.   The only noteworthy level in this pack is EHD14. It's a 5x5 grid of empty 256x256 rooms, each with a teleporter in the center. No monsters or exit, this was probably meant to be a DM-only board. All weapons except the shotgun are present, as well as some ammo. There are a couple more rooms extending north from the north-easternmost grid cell, but to proceed you need to raise the bridge across the nukage first. The switch is in the center of the grid. Once you get to the northernmost room the things finally start getting interesting.   You can walk out of the map into the void through the north-eastern corner of that room. Then you can go west and circle the map to your heart's content, provided you keep far enough away from the two nukage sectors. You can even travel in the void between the individual grid cells and examine their contents from outside. Once you drop into the nukage sectors extending out into the void the journey is over, however. The nukage won't harm you and you can get back into the map but you cannot get onto the walkway or back into the void.
    • By DoomShark · Posted
      Good wad, Although its an old wad but I really enjoyed playing it.
    • By Denim Destroyer · Posted
      Going Down is hard for me to review because of how unique it is despite being just another Boom compatible megawad. Plenty of megawads exist that have unique themes and brutal open ended levels but Going Down sets itself apart through intelligent use of Boom actions. No two maps feel exactly the same because under the hood they always have something different going on. Walls falling to reveal a new hellish underside, a dark mirrored version of our world, rooms that transform faster than you can blink an eye, and a literal descent into the mouths of hell are just a few of the things Going Down does to stay fresh. Go play it and you will not regret it. 
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