349f5abb27c5497a5cc822b810b20525f28c232fc9b39a974c37ab7865b0875c

349f5abb27c5497a5cc822b810b20525f28c232fc9b39a974c37ab7865b0875c
overall_rating 4.696969696969697 99

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I enjoyed a lot of this pack, except the weird Doctor Who style terrible dustbin robots. I loved the section with the multi-floor lift, really cool.

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Extremely polished feel throughout. I actually really liked the “dustbin robots” (to quote FifthElephant above) as they add a bit of humour and contribute to the retro-sci-fi atmosphere.

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Three maps you won’t forget so soon after playing them! Has a hub which lets you return so you can play the maps in any order you like. Any of them is great and full of details, but if I had to choose a highlight, it would be “A Thousand Years Into The Past” (RUB2M3) by czg. A huge, foggy storage complex with impressive architecture.

While I love this episode and gave it a 5/5, I really think that subjective tags like “mustplay” are not useful. That’s what the ratings and comments are for, after all.

Unregistered user “NoNameUser” posted:

Not bad. It has a great atmosphere and cool new enemies, specially those funny Super Metroid Automatons; plus a lot of nice ambiance sounds and special effects. Unfortunately, the levels are all tech style, which isn’t a bad thing, but it makes the areas look a bit too similar. Also, while the majority of the secrets are not too difficult to discover, they are not really worth hunting if you dispose of all the enemies first because as soon as you finish the level you’re stripped of all your gear and have to start the next map from scratch. This is an issue that’s present in several other maps I’ve played, finding hidden areas is one of the things that makes Quake so much fun to play, but this basically kills that enjoyment.

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I’m sure I’ve played this before, because so much of it feels familiar – but I can’t believe that I never registered Flood Control Dam #3 before, a reference close to my heart.

On replaying the first level (Hydroexploitation Plant), I found it a really enjoyable challenge, with just enough disorientation to keep things interesting but not enough to become frustrating. This is another map – like the original Rubicon – that doesn’t give you the powerful weapons (unless they’re in the two secrets I missed) but which somehow doesn’t suffer from that restriction but even seems to benefit from it. Everything feels more claustrophobic and threatening when you have nothing more powerful than RANG (Regular-Ass Nail Gun).

More when I’ve played the other levels.

Replaying the second level (Subterranean Spookworks) also feels hauntingly familiar – it’s really strange that I only half remember these levels. Once again, weapons are limited to the three weakest (SG, SSG, RANG), and while that was an interesting approach in the original Rubicon and Hydroexploitation Plant, it’s wearing a bit then now. I am about ready to blow some stuff up. Mind you, I only found one of seven secrets, so maybe the good stuff was there for the taking if I’d been more inspired.

There are some nice touches here, especially the three testing rooms (hints of Portal?) but overall it’s less satisfying that the first level – probably in part because instead of being one big level, this is really four small ones that you play in sequence. In effect, it’s a smallish episode, and perhaps for that reason should have been released standalone rather than as part of a pack.

More when I’ve played CZG’s level.

BTW., can someone add Tronyn’s review
https://www.quaddicted.com/webarchive/www.quaddicted.com/tronyn-reviews/tronyn-reviews-rubicon-2-by-metlslime-and-czg/
to the links? Feel free to delete this comment when done!