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3a52ac681e571ec330f6b23f83222021e65fc3664396b8ae80b38ef8f4824b6a
overall_rating 3.666666666666667 30

Forum thread for ter_shibboleth_drake_redux

-heapsize 1536000 works for me

Does anyone actually like those blue assholes from Zerstorer?

Unregistered user “KenChennar” posted:

@PJA Just keep trying different heapsize amounts until it loads, sometimes a lower heapsize might help.

@dwere The blue enforcers? I like em. Once you know their attacks and the shield goes down they are easy to take out. Double barrel shotgun does the trick.

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Possibly the worst map set ever created for Quake. Unrelentingly terrible in almost every way, with a vague sense of impressiveness in just how much confidence it must have taken to complete and not realize it’s inherent badness.

Each level learns nothing from the last, each one is a completely optimized mess of brushes that offends the eye as much as the gameplay offends the senses. It’s hard to say just what is so poor about it, but I can say with certainty that I would rather play Anoxia a million times before “playing” these again.

Well, thanks for reminding me to finish typing up my scattered thoughts on this release.

All maps here are huge (at least in terms of scenery, though often in playable area as well), but there’s a mix of very “sandboxy” levels and levels with a more conventional structure. The sandbox maps include a desert town (fifth level), some kind of post-apocalyptic Paris complete with Eiffel Tower and huge demonic corpses bursting out of the pavement(7), and a abandoned Roman coliseum and surrounding complex (8). These maps all have open layouts with multiple widely-spaced key items to track down. I think these are the most successful because their gameplay matches the maps’ size and scale: there’s a lot of ground to cover, a sense of open-ended exploration that’s more familiar from other games than from Quake and which makes you feel small, but also you’re surrounded by MORE space that’s not accessible but makes you feel smaller still. I think this is why these maps work so well. The other levels feel more like large-scale versions of “normal” Quake levels that stand apart from each other in their distinctive themes and gimmicks. I’ve commented before on my love for Blasocuyst (2nd level) with it’s huge puzzle room, as well as the fourth level’s dizzying and surreal take on the wizard theme.

With maps this huge there’s always a risk of having too much ‘empty’ space, and I feel most of the maps here fared pretty well. I would maybe cite the first level (the island resort) and the sixth (the snowy mountain/village) as possible exceptions. They are both pretty wide-open once you get past the initial location, but have large areas that are essentially skippable and kind of repetitive, not particularly interesting in gameplay terms.

Thematically, the maps are a weird mixture of realism and abstraction. There’s nothing linking the maps thematically except how out of place in Quake’s universe they are. I mean, “realism” is not alien to Quake, neither is unusually otherworldly approaches to standard Quake themes, but it’s strange (in a good way, I think) to see them in a single release, sometimes even combined in one map (the wizard level looms over scenery that is essentially a collage of photos of war-torn cities; the huge corpses in otherwise realistic Paris). Taken as a whole it creates a kind of uncanny effect. I’m reminded vaguely of the Doom WADs produced by a Russian team called Clan B0S, which also combine realism and abstraction in their layouts and aesthetics, to different (but still uncanny) effects. They also, incidentally, have drawn a similar mixture of praise and condemnation from players…

Gameplay-wise the maps are generally pretty tough on skill 2. Maybe a bit excessive at times in its use of Drake entities but it’s not the worst thing to be guilty of.

It’s worth noting all these levels can be played from shotgun start. Cool feature, as the maps are time-consuming enough, so it’s good to be able to just skip to my favorites and replay them as I wish.

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Unregistered user “KenChennar” posted:

That’s quite a compliment fairweather, to have the absolute worst map set in the entirety of Quake’s history, worse than anything ever released from 1996 all the way until 2020, and without even explaining as to why its the most unrelentingly terrible, god awful most egregiously offensive Quake maps that someone would ever dare consider sharing online. That’s gotta be a record.

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Unregistered user “huanlopan” posted:

Nightmare, shotgun starts, any%, 4.5 rounded up to 5 stars.

This is wonderful stuff. Gorgeous maps, exciting combat, and Drake’s cast of enemies. Special praise for the final map, With Deference in Eminence, but I enjoyed all of them greatly. There is no sense of wasted space, the backtracking isn’t obnoxious, especially because the author will add extra enemy encounters along the way. Just to go on a little more about Eminence, that was some of the most fun I’ve had in a shooter. Lots of dying to be sure, but damn that was great. The enemy placement was really on its A-game.

4.5 because of Galiduse Point. I like the idea a lot: Scaling the outskirts and mountains of this sleepy winter village, coming across the village and exploring/killing its inhabitants. But that none of the buildings were able to be entered really stung for how long we spend fighting in the streets of this village. There’s a large cathedral, and I was so sure a fight was going to happen there, but it never did. Noclipping inside of it finds it totally empty. And then there’s this out of nowhere military bunker with a tank that fires but can’t aim at you, the grappling hook lets you get in places with dead ends; there are two exits, and you can reach the first one without ever facing the map’s boss, and as far as I can tell there’s no bonus for this. It’s very indicative of being rushed. I’d much rather the author ixnayed the military bunker and focused more on the village. There are these caves which tease a network of something more, and I thought I was going to get a lot more use out of the grappling hook, but it leads to nothing interesting. None of this is damning, as I enjoy the map. The bit in the bunker where some enemies leap onto a ledge was really good, getting ambushed by axemen while exploring bushes for items was fun, and just fighting in this village at night was enjoyable as hell. But definitely loss of half a point for the problems it has.


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