0346be6c490ddd6f3cddaa1443557b2c9415ec97e4173a4d9755122092328839

0346be6c490ddd6f3cddaa1443557b2c9415ec97e4173a4d9755122092328839
overall_rating 3.434782608695652 23

Forum thread for abandon

Unregistered user “madfox” posted:

Your comment apreciated!

Unregistered user “D3L0R” posted:

Hi Madfox, I’m a mapper too
…I’m going to play your maps very soon cause I think we have somethin in common…
we put fantasy,creativity before barren tiresome academic skills;
So your maps are among the ones I want to try most

This expansion pack is long as hell, fun but long. All the maps are big, but their layout make that you need almost one hour to complete each. You need to remember the position of each closed door and make a mental map inside your head if you don’t want to make the map last forever. If this pack had necros’ mod ‘‘ne_dynamic’’ this would be hilarious and hard. I want to see that.

Brushwork wise, this pack is barely average , but the layout and interconnectivity is good, i liked that a lot too.

Worth mentioning are r2b1, r2b2 (the screenshot one), and r2b9, for their better architecture but not that good layout, while highlighting the cave part of r2b1 that make you remember of ‘‘arwop’’, that looks very beautiful, the intro map, a vast idea i would like to see a lot, and the originality of the end map.

A tip for those that want to try this pack: in r3b4 and r3b5 you need to find a hidden room to complete the level. Check the walls in the areas around the last monster you killed.

Hmm, i dont know what to say, playing them for the second time in 5 yrs.
Not that bad, but i´m exhausted after the 4th one, and it doesnt get any better.
Still an outstanding piece of work, which was put together here.
Madfox keep goin!

I must admit that this pak was more a collection of idea’s I was working on. Some maps are poor, others were average.
They were made with Thread, a comnmercial program I was rather keen on.
I think I had not made enough attention of how to make the player explore more easily to the level. Lots of comments were made without showing a good direction.
That made the levels hard to experience, reason why I added a mapname txt. Also the absence of demo’s made it bastion.

I was making a remake of it, but all brushes are really out of grid.
It’s a wonder it compiled that days, before the release of QMap.

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Unregistered user “LeopolD” posted:

Playing it right now, really enjoy it. Maybe because it is not as linear/planned-through as other big maps. It gives a different feel of exploration then all other maps I played so far. And I like the q3-orb and those reptiles:)

the maps are great works. but just when i think i’m making progress, i’m dazed & confused. for me, these would be AMAZING if they were more linear.

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I just played the first map, and when I still did not have even the slightest clue about where the exit could possibly be after 40 minutes, I decided to call it a day. It’s admirable that the author managed to put together so many maps - but in the end, I don’t see the design concept behind it. After having played SP jewels like Nehahra or Travail, this is simply no competition. Everything feels too random in its execution - but after all, that’s what was stated in the description already. If you just want Quake levels to play through in general, this might be what you are looking for. Something for the toughest and most patient players out there only, I guess.

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