1b79c362d3f33e61762142cf9ffdb56fd3b1ec16e540a8384e6d466a785a976a

1b79c362d3f33e61762142cf9ffdb56fd3b1ec16e540a8384e6d466a785a976a
overall_rating 4.297777777777778 45

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I gave this episode 5 stars because in almost every way, it was amazing, epic Quake, and a solid challenge throughout.

I did not care for the section in the one map (?) with the lifts and the shootable buttons to teleport Ranger to another lift, and I wasn’t too fond of the plethora of various traps. The only other quibble I have is that I didn’t at all like the level of tension I felt almost the entire episode.

As I said though, this was absolutely amazing in many ways. Thank you for sharing this with us. It’s a work of art!

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Unregistered user “Vasya shkolnik” posted:

Very nice episode!
But some issues: near the end too many electric traps and hidden Spawns, so it makes gameplay full of quick-loads.
Also I watched walkthrough, and I saw a lot of rocket-jump-only secrets, isn’t it? Please, dont make such secrets, because it is unfair to player who tries to be thuth and spend a lot of time of finding hidden ledge or hidden button. I can use rocket jum only when I proof that “true” way is not existing. But “proof of unexistance” is impossible in common case.

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Unregistered user “Anon” posted:

Excellent 5/5

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On Quakespasm, the save option does nothing. Just me? Thanks

Unregistered user “commodorejohn” posted:

As others have remarked…not as thrilled with this as the general consensus would indicate. I do respect the work that went into it, but there’s a line between homage and just straight-up recycling O.G. iD content, and this tips too far onto the wrong side of it.

Also doesn’t help that it’s too reliant on jamming you into cramped “setpiece” trap encounters, which is a pet peeve of mine as it stands, but it’s especially frustrating given how hard the design is aping iD overall, which generally gave you enough room to craft your own approach even when they clearly had a “storyboard” in mind.

Overall, a good effort, but I’d appreciate it a lot more if it either focused on doing its own thing, or took more lessons from the thing it’s already half-copying.

I’m in two minds about this.

Some very good maps, especially elder6 (Diyu), which reminded me of this one totally cramped one in ORLs Ter Shibboleth, mostly because of the big clocks.

But I miss a clear line of design in it.

At least in elder7 I wasn’t able to proceed and had to use noclip and god mode.

And I couldn’t find most of the secrets and none of the secret maps.

Of cause I ain’t the measure of playing Quake, as an unexperienced player. But if it’s too difficult and I die a million times even when playing skill 0 …

Anyway, a lot of interesting ideas, a very creative success in creating a highly original
world of horror.

Good soundtracks.

I’ll search a playthrough on Youtube and watch it a little bit.

Thanks for this, as always.

At times it feels like playing Doom mods. A gazillion enemies shove up your ar$$. I think the episode started nicely but then it went down hill with increasing monster closets, in your back teleports, hordes of vores, shamblers… again, and again, and again. Just ridiculous.

Don’t understand what happened to the gameplay balance, but yeah, surprise, I didn’t enjoy the maps especially after the 3rd.

Can’t rate high despite the superb level architecture.

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Superb! 5/5
Thanks for this.

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