I really want to like xlarve’s maps, and feel that there is some sense of improvement as the series continues. But really, this feels very very similar to xl1, xl2 and xl3, with only marginal improvements in the visuals. The gameplay is maybe a bit more varied, but that comes at the expense of a map that is very difficult to navigate, easy to get lost in, and with lots of alternative paths that can easily result in missing whole areas (I finished with only 204 of 220 kills). Disappointing, for me.
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It’s a standard disclaimer when releases contain unnecessary folders. The ‘start map’ entry for the Injector points to xl4\xl4, but there’s not guarantee this works on all systems.
Played on skill 2. Killed all save for five i did not find. Found 2/6 secrets.
Compared with previous ones, i say Xlarve came back to his style in terms of layout while combining with xl3’s and the map is less linear and has more and longer side areas or double routes, but people that got lost on xl2 or xl3 will get more on this even if the map is filled with arrows, but i got lost only between getting the GK and opening the GD.
The brushwork is quite unique for a base map but the choice of textures for doors and button makes a bit harder to navigate, at least till getting used, and rooms are a lot more horizontal and a bit smaller in general.
Ammo and armour amount is around xl3 or lower.
Combat relies more on well done and more believable than usual on other authors’ closets, is easier and a bit repetitive after a while till ogres begin appearing than in previous maps due to using mostly only base maps enemies in 2d combats without changing the way enemies in Quake are placed but that’s normal given this is the author’s first base map. Secrets are good as always.