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Unregistered user “Kurkumai” posted:
Awesome, thanks to the whole team!
5/5,
but I prefer all secrets to be accessible for casual players.
Episode 2 is very unsuitable for troubled waters. Changing the transparency of the water is almost mandatory.
D2M6 darkened in 2/3 games, after the Shub-Niggurath encounter (quakespasm spiked).
In multiplayer:
- Dying with a key makes the key disappear permanently.
- D2M5: underwater, a large elevator can rise to the surface. I died of suffocation while the elevator was going up. The elevator then got stuck high up, while the players got stuck on the floor below.
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This is more Quake than Quake itself. Excellent!
Unregistered user “Rufus McDufus” posted:
Atmospheric, a heap of effort has gone into making this look pretty but to me, it’s just a pretty face. Looks nothing like quake. Nonintuitive gameplay, ammo balance variable but often bad and unrealistic secrets. The kamikaze are cool and the shotgun mod is ALMOST as good as the one in Nehahra, but those ogres on steroids add nothing to the game and the railgun thing looks like it was lifted from a different game altogether. The double axe is fun and looks good but not the best against mass attacks which is usually when you’re given it. Has its moments and I the large levels would have been brilliant with tighter progression, more realistic battles and a less colorful, more Lovecraftian look but nothing makes up for the irritating puzzles and super tedious gameplay which was made a LOT worse by copper. ad would have been a better choice by far. 2/5 - 4/5 depending on the level.
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Unregistered user “Vasya shkolnik” posted:
How to open Hightmare skill?
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This is good.
Very, very good.
Thanks for sharing, everyone!
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This has been one of my favorite Quake things ever. The atmosphere and environmental progression is just utterly top-notch, all the maps synergize with each other really well, and Aleks’s soundtrack ties everything together perfectly - I’m always amazed at how good music can set the tone for a map. Also, the powerups and new weapons are absurdly fun, and fit the world so well, especially with how they can be combined. Markie’s sounds really elevate them a ton too, berserking makes you feel truly powerful, and the ticking with haste was so good. These were genuinely all amazing, but a few notes on individual ones:
Under a Funeral Moon by Voidforce is quite visually unique, especially through its expert use of lighting. The colored minlight adds a ton, along with the red highlights you see here and there. Figuring out the fights was also a welcome challenge - especially the last one. Seeing the leaping enforcers on the platform you had to stay on was wild + figuring out how to get away from the two shamblers on one side/bombers on the other side when the fight first starts. Also, I love the rapid-fire button shooting secret, and I wanted to wander out into the desert forever in the outdoor section
Ankhs for the Memories by Fairweather put a smile on my face for the entire time. Jesus christ that was good. The music synergizes especially well, and going through all the intermission areas, each themed around a new powerup, was an absolute blast. The map is visually flawless, idk, I can’t say enough good things about this, and it’s a well-deserving finale to episode 1. Some of the most fun I’ve had in Quake. Fairweather is always so good at keeping the adrenaline going in really creative ways
That We Should Voyage So Far by Bal is the first map I’ve played that gave me the same feeling Tears of the False God did, which I guess is appropriate given the author. The music/lighting/skybox/everything just feels so beautifully sad and mystical at the same time. The secrets were fun to find, and the gameplay was exciting/challenging, especially with a shotgun start, but what truly sells it is the atmosphere, which is uncontested. I’ve noticed that about a lot of Bal maps - they tend to have a very melancholic and alien feeling to them that is very difficult to find anywhere else - that sort of creeping/slow atmosphere is often overlooked, but it feels absolutely magical. One of my new favorite maps - it’s absolutely beautiful, to the point that it was honestly making me a little weepy lol. It’s maps like this where every element comes together perfectly, and really shows how special Quake can be. This also has my favorite music track on it, and I love the snails
Abyss of the Troglodytes was one of the most inventive maps I’ve played. The encounters are so well thought out, and I loved all the jumping puzzles! That’s so rare in Quake, and I wish it was wasn’t, because Quake has the best movement out there. The secrets also incorporate these, and were really creative as per usual with Mazu, particularly the mirrored room one. I just want to munch all the Mazu secrets like a jar of cookies, there are just so many! It’s addictive. Also, the entire gold key sequence was insane, and learning all the ins and outs of it was a real treat, especially with how it constantly forced you forward and kept the adrenaline going. This has been the hardest map I’ve done deathless so far, which took some doing, but I loved every moment of optimizing the run and figuring out the best ways of going through everything, and I’m looking forward to trying it again on coop. On that note, I also really love how open-ended this is. There are so many ways of routing through the map, that basically no two playthrough are going to be the same, especially combined with the orb doors around the water temple. Mazu is truly amazing at gameplay, and his maps are very inspiring.
Apeirohedron by Bal and Fairweather was visually stunning, especially how the caves vanish off into the blue distance - I don’t think I’ll ever forget that image. The boss on top of it was super fun to fight - you don’t get too many challenging bosses in Quake, but both of Dwell’s bosses thus far have absolutely knocked it out of the park, and they both look so amazing. I still have to find the mailbox here, though. I forgot, and I’m assuming there is one, and I’m going to find it, and I’m going to smack it with my axe.
That being said, every map in here is fantastic and was an absolute pleasure to go through, but I don’t want to write an essay, so all I’ll say is I’m looking forward to going through them all again and again. Thank you to the entire Dwell team for this, it truly is special.
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That’s one of the most beautiful reviews I’ve read.
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Fucking PERFECT
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