2c3f6ad7cdb0add0d2293ee80b09a308f20a204e5b0d80fb4d0fe58728a42491

2c3f6ad7cdb0add0d2293ee80b09a308f20a204e5b0d80fb4d0fe58728a42491
overall_rating 3.966666666666667 30

Forum thread for torment

Unregistered user “martin” posted:

Thanks I enjoyed playing it !

I would have liked this more if it wasn’t so cramped and hard to navigate. It is worth playing though, due to the well-implemented, somewhat original theme.

Thanks for your appreciation.
I know this is a irragular map.
It appeared only by accident.
Hope there are enough healthboxes.
:stuck_out_tongue:

It’s a rather interesting map, and quite fun, but it could do with a few clip brushes, better water depth and/or watervis (there were times were the water was eye-level deep, resulting in nasty nearclip issues). Also, the narrow pipes were a little difficult to navigate because of quake’s angled corner physics bug.

I didn’t find any secrets, and got only 140/141 monsters :confused:

Still, a good map and I liked the props :slight_smile:

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sweet map.

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You know, I actually thoroughly enjoyed this map. Sure it’s cramped in places, and especially those narrow curved pipes are not the best fit for the Quake engine. The colored lighting is also a bit odd at times. But overall, it does something that few 2010s mappers seem to want to do: it takes a huge dose of 1997-esque primitive abstract weirdness and infuses into a map built on more modern scale. That gives the map a personality to make up for the lack of dozens of filigreed brushes bristling in every corner.

Not a map for everyone but if you can overlook the wobbly bits there’s creativity to admire here.

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