4898516ed8cb76236336d9b3b7c07facb157b72d7e74bc2dc1ad83f8ba707080

4898516ed8cb76236336d9b3b7c07facb157b72d7e74bc2dc1ad83f8ba707080
overall_rating 3.323529411764706 35

Quite a solid package we have here. I can tell a lot of effort was put into this. I’d say the map looks better than it plays, although the final showdown was quite fun to play. Too bad there’s only one (obvious) secret.

It seems that changing difficulty doesn’t change the number of monsters for me. Anybody else having the same problem?

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Underdetailed, underpopulated, with a laughably easy secret and a completely flat layout… but nonetheless quite fun to play.

Replayed this and found it more impressive the 2nd time around. As mentioned, it;s under-detailed–but understandably so, for a map that came out a few months after Quake was released–and despite that, it has a lot of realistic touches that give it a definite atmosphere. I’m thinking particularly of the library, but also the way the hallways are designed. There’s also a slight bit of non-linearity. Pretty good for its era.

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Unregistered user “pmk” posted:

well designed medieval castle map from 1996 with decent combat scenarios. Enjoyed the new sky texture however did not care for new super nail gun model. I would recommend playing this map and give it a three out of five rating.

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It’s chunky and unrefined, but it gets the job done. Keep in mind that Quake had only been out for a few months and the early editors were unforgiving.

The map’s solid: the layout is not confusing, the environment is varied, and the ending provides a pretty decent challenge. I do think that the backtracked areas could have been repopulated and the last fight could have been better coordinated, but this is good for an early '96 map!

P.S. I yanked the main map out of the pack, because I could care less about a custom weapon model and a skill select map. However, the fact that he included these shows that he had some serious ambition.

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The first map in quaddicted with a start map and first map to have to put the map in the quake directory to work, really good level design but i cannot find the 3 last monsters 43/46.

@JuanchoES There’s a flaw in Quake that causes it to double-count rotfish when calculating how many monsters are in a map. This map has three rotfish, so it says there are 46 monsters but there are really only 43. You got everything.

oh, thanks for pointing that out JMP

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