Forum thread for azspq1
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Hm, nothing special but a good waste of time. I did not find the second map to be worse.
Unregistered user “etb” posted:
The first map is quite nice, small, and story driven.
As the editor said, I agree the second is not very good. It is a single room and you can shoot down most enemies with impunity; the only surprise is the Spawn secret that can easily kill you.
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I liked the first map.
I like maps where the author tries to go beyond of just creating a map and he tries to put some narrative. There were some issues, but at the very first secret you notice that there has to be an attention to details. Not like the AD map where you have to break some grates to find that it was all an experiment, but fun nonetheless. I like the attempt to make like a quest “kill the three elemental beasts”
The second map was a little dull, more to the serious sam style but without hordes of monsters.
The balance is average.
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The first map has a great atmosphere thanks to both its narrative and its interesting architecture. Would give it a 4/5 as a stand-alone map. The second map is average at best; didn’t really enjoy it, unfortunately.
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Kinda crap. Even disregarding that I don’t like textures that don’t fit with stock Quake textures, the theme of the first level is kind of mismatched and snaggled, and the level design isn’t that great either, just kind of hard to navigate corridors and the occasional open area still with little room to maneuver. It also has a shit habit of putting Spawns in the worst places possible, like in a small well you fall into, with high walls that make it hard to get out before it slimes you. There’s also an issue with health in the first level, which makes things unnecessarily tight, especially when one of the challenges is to walk a corridor jammed full of Fiends, only to fight a Shambler at the end! Then before you exit, the door hides like 5 Spawns waiting to jump your ass.
The second map is a bit better, at least design-wise. The textures use some more stock tex, and I’ve always liked open outdoors areas in Quake, there needs to be more of those! Gameplay wise though, its not much better, just tons of Knights and Death Knights, although with the open area you can at least dodge and outrun them. There is one point that I can only assume is supposed to be a middle finger to the player. There’s an area with a glowing light and when you approach it, it says “You shouldn’t be here” and then a door opens up full of like 20 Spawns and a Quad! Aside from getting melted from the Spawns, the Quad has no purpose because it’s only really useful for killing the Spawns, because otherwise you’re severely outmatched and outnumbered, especially if you wasted most of your ammo killing the knights and Shamblers prior to this. Also I don’t know if this was a problem with Ironwail or not, but I think I broke the map. After you kill all the knights a bunch of Shamblers spawn, and once they die a gate apparently opens up. I died (from the Spawns) while trying to find it, but once I killed the knights next respawn the Shamblers never spawned in, no matter what I did!