38fd9d80120287328bf955b1c0aa813384dc40ec46ff6c0d58ffa8188a0993e8

38fd9d80120287328bf955b1c0aa813384dc40ec46ff6c0d58ffa8188a0993e8
overall_rating 2.608333333333333 12

Forum thread for qkhouse

Pretty much what I’ve come to expect from DAV’s qk* maps, which all seem very prototype-like (at least the ones I’ve played so far): rather bland, but with some nice ideas. The layout/progression here is particularly interesting, even if the overall experience is lacking.

The map has a visual language issue similar to that in qkfort, with shootable buttons that resemble (what Quake players know as) pressable buttons. At least in this case the map is consistent (as opposed to qkfort), so once you figure out that you need to shoot and not press the buttons, the problem is solved (even if it is still a little visually jarring).

Overall, worth a look as long as you do not expect a well-rounded map.

Spirit/negke, regarding the editor’s description:

  1. If I may be so pedantic, the word is “cramped” (i.e. crowded/confined/narrow; “crampy” means characterised by e.g. muscle cramps).

  2. What are evil staircases?

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It's a bit of a weird map. Very simple, visually, with not that much detail. But, it's actually entertaining to play.

Link to Nightmare 100% walkthtough: https://youtu.be/tuuNeB6-xe4

Pretty cool having the scrag preaching to the grunts on the first floor.

Anyone know what the DAV sign next to the exit stands for?

The 4 demons in jail is bizarre. Can lead the grunts out, then go into the control room and lock it, then open all the doors to let the demons out to attack the grunts.