2bf3f43d564672c283a1ad8d7bcfb2742b48c5efa581e9c8864e361be784e2f8

2bf3f43d564672c283a1ad8d7bcfb2742b48c5efa581e9c8864e361be784e2f8
overall_rating 3.9375 16

Forum thread for movplan

Unregistered user “Dom” posted:

It looks like some non-traditional style for Q1 maps: puzzles with player inside. Labyrinths that changeable by player and interesting manner to make secrets. Usual texturing with unusual architecture. For my mind it must live and grow and develop further.

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This has a lot of specific design elements I dislike–doom textures and quote monsters, among others–but I love the map’s overall vibe. The puzzles are really cool, the combat is fun and intense, and the gameplay is consistently inventive. Great debut map.

Why no screenshot?

Same reason there isn’t a proper description yet either (and why there’s sometimes a bit of a backlog of map pages that still need to be created): time, or rather the lack thereof.

One of us will update this soon(-ish), promise!

Ok, thanks! Sorry, I didn’t mean to complain, I just wondered if there was some special thing about this particular map that meant it didn’t get one.

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Well, I really like this,. especially the first third or so where it was all about figuring out the puzzles. It was a little bit spoiled for me by end end-game (after the silver-key door) which I found very difficult and had to try again and again before I got through. But all that sliding scenery was wonderful, and I’d love to see more in this vein.

BTW., I found all nine secrets, which is really unusual.

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AWESOME idea, made quake feel a little bit better, not just mowing enemies. Although I must admit that if it was not for the autosave, this map would be frustrating.

5/5. Innovative, well implemented, loved the knaive style. And when you arrive at the map and see the entrance, you know you’re in for a ride

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Unregistered user “NailIn” posted:

Almost unplayable.

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