1e4b57cb16874d53e57393e7a7a1cd0a1ec0bd936b966ec8f8ac6583394874b8

1e4b57cb16874d53e57393e7a7a1cd0a1ec0bd936b966ec8f8ac6583394874b8
overall_rating 3.951190476190476 42

Forum thread for redfield1

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A very nice old-school map. Similar to E1 of the original game, but larger and with some modern elements. The secrets are clever.

Unknown Kadath reminds me of “The Castle Amber” by Psycho, which has the same underground progression culminating in a tough end fight. Castle Amber is much cruder than this map, but that’s understandable since it came out in 1997. It’s worth downloading for anyone who’s enjoyed this.

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super final room!

map is good - but secrets is to easy for searching… final room with monsters i super. Must be a whole map like the final room :slight_smile:

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This is unsophisticated, but most enjoyable – like a very, very good 1997 map. I finished on 97 of 98 kills: how frustrating to miss the last one! An on 6/8 secrets. It looks like this is Redfield’s first map. A very promising debut: let’s hope that there are more to come, and that the aesthetics improve.

@Mike: I’ve read on Func_ that he’s currently making his second map.

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Very blocky for a 2017 map, this looks straight outta 1997. The caves especially are very unnaturally parallelepipedic. That said, it’s a quite enjoyable map to play, a bit tough at times on skill 2 (the arena at the end took me 3 tries to beat). I noticed a couple black surfaces that should be textured. Secrets are nice, except the first one that is too obvious. Speaking of obvious, placing a shambler right after the LG pickup is a bit too predictable. The custom secret centerprints are a nice touch, as well as the story in the readme.

I thank everyone for their reviews. And thanks to ArrrCee for the video. I made this map to id original limits under the 1996 Quake engine. That’s why the map is playable in WinQuake without any alterations to increase rsurfs, etc.

The map was approaching the limits for surfedges and entities, this meaning that I could not add anymore detail, or even monsters or lights. The mountains were made to look like ids from Episode 1 etc, because to extrude the faces and clip all the brushes would have pushed it past the engines limits.

I noticed the black areas only too late, they are textured however. The blackness is caused by the dirtmap, which I altered without checking before releasing the map. If you raise the gamma you can see into the black areas.

Definitely took a long time and was more work than I had anticipated. However, everything learned will be improved upon in my next map.

Cheers, Redfield.

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I had the same as Mike: one surviving enemy… Argh! But I missed one secret… Double argh!! :smiley: So I replayed the map on easy, and found the last remaining secret along with the last enemy, as well. Yay, my perfectionist self can now rest easy tonight regarding that matter! I did have to resort to rocket jumping to reach the megahealth secret, though. Not sure if there would have been a more ‘legit’ way of reaching it. Probably, since I think I saw a teleport destination platform up on the ledge (a well thought out detail, that many beginner map makers could very well have forgotten to add.)

Since Redfield intended the map to be faithful to the style of the original id maps, I can’t fault it for being ugly or blocky. I played it on the Winquake mode of Mark V, and I think he pulled it off really well. There really isn’t much to complain about the map. Great work, Redfield! :slight_smile:

@Esrael
“I did have to resort to rocket jumping to reach the megahealth secret, though. Not sure if there would have been a more ‘legit’ way of reaching it.”

That particular secret is very similar to one of the secrets in E1M5. You’re on the right track w/ noticing the teleport pad.

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