#13Wizard Of Grey (mc_rj4_lob) packs a lot of novel ideas into its space, but is marred by excessive blockiness and I think some invisible barriers (where you should be able to walk out of the low towers above the open-air courtyard). I was glad to be given the rocket-launcher, and enjoyed how it was completely the wrong weapon for what followed.
I got all 93 kills, but missed one of the four secrets.
#14Akeldama's Charnel (mc_rj4_niccolicious) is among the more disjointed maps, relying on a lot of teleporters and wind tunnels that left me with no real sense of the geography of the area. That’s a shame, as it has some nice close-quarters combat. Maybe the highlight is the very ending. This brings a new approach to the old climactic battle by staging right back it in the opening area, which offers some strategic possibilities. Memorable, but not great for me, given how much I like my connected geography. I got all 88 kills but yet again missed a secret, find only five of the six.
This site has a limit of 15 consecutive comments by a single account, which means I can’t post my thoughts on the 15th map in this pack until someone else posts. I’ve created this second account to break the streak of my own comments. It can be ignored; I will now return to my proper account and post on Molten Rights.
#15Molten Rites (mc_rj4_nosick) is only of this pack’s more memorable maps, with a unique layout and several set-pieces that allow interesting tactical approaches. It feels a little more coherent as a place than many of the other maps. One big downside is that you can short-circuit almost all of the map with a simple slope-jump near the start to get the gold key.
I’m pleased to report I got all 98 kills and all three secrets (though I only found the last kill and the last secret after I’d completed the map and went back searching for them!)
#16The Hexagon Vault (mc_rj4_pulsar) is a map with its own distinctive character — a very welcome thing in a pack where all the maps use the metal theme and it’s too easy for the all to smush together in the mind. It’s visually impressive, enjoyably vertical and well supplied with set-piece combats. The one down in the catacombs with the zombies, spawn and sliding walls is especially memorable. Very good stuff all in all, and in the end I was disappointing only in that there wasn’t more of it. I got all 91 kills but one one of the seven secrets! So much for my previously decent secret-hunting record in this pack
#17Rest in Pain (mc_rj4_rj) is another hit. This jam is generally getting better the further I play through. The maps seem to become more distinctive — maybe because they were laid out that way by the people who made the hub, or maybe just by happy coincidence. This one offers a sequence of inventive chambers, a valuable quad secret, and once more good tactical options for many of the combats. It hits all the right spots for me, being strong on exploration and strategy.
This is the first map in the pack where I’ve missed a substantial chunk of gameplay: I finished with only 79 of the 88 kills, and six of eight screts. I guess there must be a secret area. Oh well, it gives me a good reason to back and replay.
#18The Cinder Vault (mc_rj4_rorybabory) is unfortunately reversal of the quality trend, and the first map in this pack that feels like someone’s first attempt. It’s short, disjointed and bugged. (After dropping down to pick up the quad that is the second secret, the teleport that’s supposed to take you back up doesn’t fire.) I finished with all 22 kills, but could only pick up one of the two secrets due to that bug.
#19Shalrathian Bowl Trout (mc_rj4_shartuterie) is a bit better, but still very small and feels like nothing but set pieces. I really want more exploration. I got all 25 kills, but missed the only secret.
#20Guards of Iron River (mc_rj4_stormcatcher77) is another step back up in quality. An inventive level that cleverly re-uses a couple of its areas several times, and presents a proper touch challenge in ways that mostly don’t feel unfair. I had a real sense of achievement on finishing this one. The easy jumping challenge right at the start feels superfluous, if I’m being criticial. I got all 82 kills, and there were no secrets to be had.
#21A Congregation of Shadows (mc_r4_textfish) is one of the highlights of this pack, a smallish map that uses its space very well to impose several different kinds of difficulty. I spent a lot of the map down below 50 health, and was all but dead after the painfully slow platform ride that dumps you in the middle of a horde. All of that was deeply satisfying, and so was finding all four secrets for once. But I did end up with only 79 of the 83 kills, even after scouring the emptied map. I have no idea where they are.
#22Hypoinflammatory Constipatrix (mc_rj4_thundergoose) wins the coveted Most Bizarre Title award in the present pack, and follows that up with a good map that covers a lot of different kinds of terrain. I could criticise it for being a bit disjointed, but it’s enjoyable enough in a gonzo way that I didn’t mind that as much as I usually would. There is a very neat surprise at the end which I’ve not seen before — and that’s saying something, after 30 years of playing Quake and reviewing. I got all kills and secrets, that’s all I’m saying
#23Possessed (mc_rj4_triangle) is fine, but unremarkable. Despite a couple of fun surprises, it didn’t quite engage me, and the disjointed nature of the geography didn’t help. I wish it had given me more to do with the grenade launcher. Anyway, 38/38 kills and 2/2 secrets.
#24Bloodsteel Foundry (mc_rj4_warrenm) brings us into the final straight, and it’s one of the pack’s best maps, with multiple inventive ideas. I especially likes the times where I anticipated a specific trap and walked into a completely different one. It’s over-generous with health, and doesn’t have much as scope to use the rocket-launcher as I’d have liked, but these are minor quibbles. I got all 75 kills, and 5 of 7 secrets.
#25Ferric Sulfate (mc_rj4_zetabyt) brings down the curtain on an enjoyable jam with a map that keeps coming up with new things but in the end feels a bit one-thing-after-another. Not the best map in the pack but far from the worst. I finished with all 77 kills but missed one of the five secrets.
Back upthread in my review of Rest in Pain, I speculated:
This jam is generally getting better the further I play through. The maps seem to become more distinctive — maybe because they were laid out that way by the people who made the hub, or maybe just by happy coincidence.
That was nonsense, of course: it’s perfectly obvious that the maps are simply in alphabetical order, and the sense that they were getting gradually better was an illusion. But I do think that The Hexagon Vault and Rest in Pain are the high-points.
I worry that it would be rude not to give a full five stars to the pack, which provides so much fun in a single package. But truthfully no one of the maps comes close to what I‘d consider a five-star map today. So I’m going to go with four stars so that I have somewhere to go when the truly stellar maps come along.
A very good set of retro maps. Skipped one or two because I wasn't having fun. Softlocked in one (don't remember which, sorry). But otherwise finished all and had fun in most.