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I wonder why on earth Daz rated this a 4? It’s the only real non-5 score, and I’m baffled as to what we considers would be worth a 5! Sheer Hellish Miasma is so spectacularly super-great that it’s easy to forget how awesome Constantly No Respect also is. Until the recent jam on this map (and anyone who’s not seen that should over to func_mapjam1 right now), this was the greatest Quake download of them all, for me. How fitting that it should be surpassed (for quantity of not quite quality) only by its own progeny.
Just replayed this on hard skill and it is still the best thing ever EVER EVER
Unregistered user “DiscombobULATED” posted:
! I wish I knew how to make things work more properly.
I have got Honey working and it is AMAZINg to play-but it won’t save.
I am using the darkplaces engine and epsilon (which is confusing)
. I just got quakespasm and it makes everything look very 1996 and has no mod option menu, so that seemed pointless.
On most of the readme files from this site say to enter command lines but I can’t tell if it means in the console or in the folder? usually they don’t work in the game console.
I am currently just adding downloaded maps and folders straight into my Darkplaces Quake folder and accessing them in the mod menu… for Honey to work I have to put MAP HONEY into the command line , not sure I am doing it right.
I really just want to play all the stuff I can from this cool site but its not proving easy. Boohoo ;/
First order of business: If you want to “make things work more properly” you’ll want to uninstall Epsilon.
Load the honey files from the folder, like: “quake.exe -game honey”. It should bring you right to the start map.
I second Onetruepurple opinion on Epsilon’s pack of mods, delete it or make your own pack from zero, that pack is the worst option for almost every custom Quake map. DarkPlaces has some issues too wih most custom maps but it is still a decent option.
On the help for loading maps, you have a whole page talking about that in the help section in this website, check it out
Unregistered user “discombobULATED” posted:
HOOOOORAAAAAY… ! I deleted the epsilon files as you suggested and everything properly works properly proper now. What an amaaazing MOD!! Mind=blowing maps!
I just been it playing for hours and need to change my underwear (for good reasons not bad*) and I am starving.
Thanks very much for the responses and the help,
much appreciated!
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My favourite fan map for Quake 1 ever. The architecture is just off the charts, the atmosphere is top notch, the gameplay is really well balanced and the level design is just genius.
6/5 easily
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One of the best I’ve ever played. Nice architecture and quite high difficulty level (at least for me).
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Unregistered user “Jonathan” posted:
Has anyone found all 7 secrets in saint? I can only manage 6. From the top of my head, the ones I have found are
- the megahealth near the start, rocket launcher to release
- first corridor after megahealth, ceiling shoots switch, SSG
- drop down to quad damage in the next section
- the teleport onto the top of the archway, megahealth
- another drop down to a mega-armor
- ammo raised up on the scaffold in the Spawn area
Any clues for the 7th?
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As funny as the last level is, I kind of wish you hadn’t gone the whole “abandoned village” route. This is one of your most fun maps but nothing quite hits the tone I love the way that Insomnia did.
That said, the level design here is absolutely amazing. You also seem to have a terrifying if lovable knack for hiding shamblers in places they should absolutely not be able to hide. I’ve walked around small rocks to find it was the perfect size to hide a shambler and that the path put me within inches of its face. I strongly prefer this method to the worn out “teleport shambler in player’s face” trope you see in all sorts of top quality maps. This is one of those fantastic map packs that makes me approach each item, key, and door like it’s going to explode. I love that.
Played Sheer Hellish Miasma again. Oh, man. That level hits every button. It’s just perfect in every single respect. Architecture, atmosphere, monster placement, surprises, weapon availability, progression, revisiting already-visited areas under different circumstances, secrets … Seriously. I can’t think of one single thing that could make this better, other than that I want more of it. A true milestone in Q1SP design.