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Finally got around to playing this landmark piece, and I can see why itās revered. I donāt really have much anything to add to the previous reviews: The textures, atmosphere and exploration shine over the combat aspect of the map. Many enemies can be exploited from afar, for example, and supplies are quite abundant. Not sure if itās just me, but the map felt just a smidgen too dark. Maybe that partly explained why I found only one secret. Still, definitely worth a playthrough in my opinion.
I did actually die against the boss once using a circle strafey strategy. Standing mostly still worked a lot better for me, so adding some other monsters would have been great to prevent exploiting such a cheesy strategy.
When weighing all things together, Iād say the package is worth a rating of 4.5 or 4.75 for the time.
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Greetings Quaddicted Fans! I just finished Castle of KooHoo and loved it! I was first introduced to the KooHoo theme with Retro Jam 7 and I canāt get enough of it! Still working through that one! But OH JOY that I found more KooHoo themed maps. The only downside was that it was only 2 maps. The first map was a good size, medium, Iād say, as you might have already guessed I love the textures! The map was very well balanced with weapons, health, monsters, items & slipgate shortcuts, with increasing difficulty and quantity of the more difficult monsters. Secret count was low which is perfect for me. I donāt like to spend a whole lot of time searching for secrets. And the second map was the end boss. I would love to see this expanded into a full Quake length episode! Maybe incorporated into Retro Jam 7???!!! Haha I know thereās a ton of work that goes into this stuff. I actually created my very first Quake map today. dumptruck_ds has a great youtube series on TrenchBroom! In the meantime Iāll keep playing Retro Jam 7 and hunt for more maps with the KooHoo theme. Thank you Vondur for Castle of KooHoo!
This level is a classic for a reason. āThe Castle of Koohooā is a large Mesoamerican-themed map using a distinctive set of green and beige Heretic II textures that gives it a dank, waterlogged jungle atmosphere. The grand architecture, the use of water and feeling of damp tropical nastiness, and the sparse population of mostly ambushing enemies reminds me of āChizra ā Nali Water Godā from Unreal, but with a darker, more sinister, less pensive atmosphere. There are no fancy modern features like colored lighting or intricate details, but the map makes up for in its structural grandeur and excellent texturing for what it lacks in visual gingerbread. My only real complaint is that it ends on kind of an anticlimax, both with the final room of the main level that has vores that canāt really do anything to you as theyāre too far away to see you but not far enough to not get sniped by the grenade launcher, and the stub boss level thatās just Cthon with a green skin and a bunch of HP to grind through. As evergreen in quality as it is in the color scheme.
I thought this was just okay. Stands out the most for its aesthetics, but I didn't find this level to be very coherent as a space. Sometimes that's fine, but this is one where I had zero motivation to go back and hunt for the remaining secrets upon reaching the end.
Final boss is just a reskinned shootable Chthon, feels identical to the ending of Scourge of Armagon.