0057e13199459fb3e0450484ada072fe2c7c64f6f75e38b8e314ac2808bd0a4d

0057e13199459fb3e0450484ada072fe2c7c64f6f75e38b8e314ac2808bd0a4d
overall_rating 3.125 16

Forum thread for cotdq1sp

It does half a decent job at visualizing the titular cathedral at the very least, yet it looks, plays and ultimately feels like a so-so map uploaded to \idgames2 back in 1997. Needs a lot of tuning in brushwork, texturing, lightning, enemy placement and pacing. Still, not too bad for what I guess a first map.

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Yes, it’s a little rough around the edges, but I still really enjoyed it.

One thing to consider is that skill levels are appreciated by many Quakers, myself included. This map did have quite a few decent facets, and IMO, the skill was a fairly easy 2.

Thanks for sharing!

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This map has some good details, and for a fair bit of the way reasonable monster and secrets placement.

But… poor lighting, more texture misalignments than i can count and, in the last half way too big monsters in way too big numbers. All in all i get the impression that the author should have spent some more time on this map before release.

I can accept that the author has used a lot of different textures; it is tempting in a first map to throw everything in.

For the next map, which i look forward to see - please stick to one texture theme; get the textures properly aligned; take your time to light the map properly. And keep the monster numbers and sizes appropriate for the difficulty level, please.

Ras, i have high expectations for your next map! :slight_smile:

Thanks for your effort!

Gameplay video HERE!!!

https://www.youtube.com/watch?v=YepyHLUTPHY

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Finished on 96 of 98 kills but only 1 of 4 secrets – the red armour. I really enjoyed this one, possibly more than its technical elements really warranted. Yes, it’s a bit brightly coloured, cramped and arbitrary, but for some reason I found the combats to be the right kind of challenging – as for example when I was low on shells and nails to preferred to use rockets to kill the death knights in the alcoves, but the obvious way of facing them would mean lots of splash damage. A very encouraging debut.

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Yeah several fun little encounter setups with this one, and a mostly-linear but somewhat-branchy-loopy flow that is enjoyable to run through.

Obviously there are construction issues as mentioned above, but y’know in the case of the lighting I think the harsh shadows actually helped some of the combat setups… like the dknights hallway that MikeTaylor mentioned, or some instances of scrags playing peekaboo in a shadowy ceiling.The possibility of momentarily losing track of an enemy helped juice up the small encounters.

Shows good instincts in a first map, and I appreciated it as a nostalgic low-stress snack. :slight_smile:

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You can get stuck on the first 3 seconds you play this map(behind the starting spot). There are some really questionable monster placement and weird design decisions made. Yet gameplay manages to be engaging and mostly fun all the way through.

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