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   (5 reviews)
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About This File

House to house fighting in a small RnR town, as its being invaded from hell.

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well what can i say

i played this in 3 ways (all on ultra violence)



in GZDOOM With Mouse Look crouch/jump disabled 

and had a decent time

the textures not Lined is pretty neat (except the hell textures)

but it felt like a classic Map that might fit in DOOM 2 



The 2nd way i played this was with Chocolate Doom with the keyboard controls

and My Myyyy i had fun

decent challenge!



the 3rd and final way was With

Brutal DOOM V21

and this was probably the most fun i had on this level

it was 10 mins of fun mowing down all the Demons


the only complaint i really have is the textures

and for a 1994 WAD Its decent 


and thats the thing

this was made in 1994 when everyone was making WADS for the first time! 


and from the Read Me claiming anyone can Use this WAD for additional levels 

 may even Remaster this WAD :D  


3.5 Stars in my book!


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The idea of the map isn't really, bad the execution is rather sloppy and while being nonlinear isn't something I see as a bad thing, there is really nothing stopping you from beating the map in 15 seconds or less if you somehow found the exit first try. Textures are sloppy, most rooms are cramped and tight to enter, buildings are thrown in randomly yet the rest of the outside map is just empty apart of a few trees. Monsters teleport inside the buildings or outside them every now and then, and it is nice that they teleport to "random" areas of the map instead of 1-2 fixated ones. However, there just isn't much here, it's pretty much what you can expect out of an old WAD.

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No flow or progression logic, completely nonlinear, cramped little rooms on various levels in a cluster of little buildings in a center of a big bare open area.

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Unknown date

The texturing in this city styled map is seemingly completely random and all over the place. The gameplay isn't dull, though, with monsters teleporting in to "random" locations spread out over the map. This helps make every run a bit different. The gameplay isn't hard but with many hitscan monsters be on the lookout for health and invisibility spheres. If you're a sucker for house/city WADs then by all means... --2/5

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  • File Reviews

    • By Roofi · Posted
      "The Secret Energy" is a moderately difficult Death-Destiny inspired map happening in a surrealistic base located in natural landscapes. As Black Room , I loved the mystic ambiance  and the proper detailing. Also , this map offers a lot of exploration thanks to the semi-linear progression . Finding the secret area was exciting.   The level reminded me a lot of Elysion , especially the beginning where a timed battle occurs.   If I can compare DD's maps with Paul977's ones , I have the feeling that Paul977 create fairer fights in less cramped layouts. So , I think P977's maps is a good way to initiate yourself into Death-Destiny's style.   Here are my stream with the successful attempt (No micro) :     My demo : Energy_3034.lmp
    • By Roofi · Posted
      One of the most iconic DD's maps because of its extreme difficulty. No Chance consists to explore a non-linear large red cave housed by a thousand of viciously placed monsters. A lot of unpredictable deadly ambushes await you and DD gave you few items to let you survive.   No Chance is a masterpiece and a must for maxxers looking for sadistic challenging maps. As go 2 it or Playground from HR2 , No Chance showed how hard a doom map can be. This map was released 10 years ago but aged very well contrary to many hard maps and still need a lot of skill and patience to be finished.   Here is my UV saveless Demo (maybe boring to watch but whatever !)   DEMO
    • By Kapanyo · Posted
      Pretty insubstantial, but charming nonetheless. It's basically a one-minute traipse through some large pitch-black corridors with ghostly wailing coming from everywhere. I'll admit there was a bit of tension when I walked into the dark room and didn't know what monsters were in there since all the sounds were replaced with that wailing but - spoiler alert - there are only Spectres in the level. Otherwise, for its time, it's a pretty entertaining WAD for a minute and I like the narrative it's trying to tell.
    • By Stale Meat · Posted
      Incredibly simple, really short, rough around the edges, and very unorthodox. Despite it not being much of anything, the level still managed to stick out enough for me to remember it among the countless other levels included on those D!Zone CD's. For such an early map the idea it is trying to convey is played out surprisingly well.

      Just like the story text says, you fall down into Hell to grab some magical armor to escape with. The escape of course being a convenient blue skull inside the armor you need in order to open a lift out of the dark canyon you end up in. The fact that there are far too many spectres to actually kill does help lend to the need of urgency in getting out, combined with their new sounds and dark lighting. It really is a pretty interesting idea overall.

      And unfortunately there isn't much to the map beyond this idea. You can finish it in a matter of minutes, with half of it falling down ledges and into teleports to simulate you going deeper into Hell. All of this of course combined with the typical issues of such early Doom maps (texture misalignment, simple and jagged sectors) leaves the actual game play much to be desired.

      Overall it is an interesting way to execute a cool idea within vanilla Doom, although alone it is not nearly enough to justify a level. Would personally give it a 2.5 (rounded up to 3 for personal fondness) out of 5 considering you go into it with 1994-levels of expectations.
    • By Maximum Matt · Posted
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