4b8511d377ec3633a90d2d2c19ca98a7e0b4f4f735e7d0560ffd24de654aa7a4

4b8511d377ec3633a90d2d2c19ca98a7e0b4f4f735e7d0560ffd24de654aa7a4
overall_rating 4.439201451905626 58

Those puzzles in smej2end were so unenjoyable I cheated just so I could bypass them. If there’s a way to do it, I certainly couldn’t figure it out.

Yes, those puzzles were one of the only downsides of this new episode.

I’m now giving Mazu’s map a second run mostly to hunt for those 50 (!) secrets. I’ve cleared most of the map but I’ve only found 14 of them so far. And I’m a bit frustrated that I’ve now found the silver key but can’t remember where that silver door is.

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The scale, interconnectivity and progression that these maps go through is rarely seen in Quake. Each map exudes its creators personality in just the right amount while connecting succinctly to the next, sharing common geometry and location in the overall area. You slowly rise to the peak of a snowcapped mountain, descend into it to find a grand hidden holding place for all runes, and take the fight to fuckin’ SPACE to end it all.
I enjoyed all of them, however some minor cheating on one puzzle in smej2end was required to get through it all on hard… and it was the first one I encountered! :stuck_out_tongue:

Oh, I had the wrong map in mind. I noticed that the silver key disappeared some time after having “koffe”, so that must have been its use.

Well, still 25 secrets to go …

Unregistered user “JP” posted:

Its a gorgeous, challenging set of maps - and for me, a real step up from the original SMEJ. Definitely challenging, but not (until the later maps, at least) gruelling. Progression through the styles really well done, and they’re out of the box - neon base with lovely storytelling, a honey-style sewer map, a snow-licked tomb warren, all leading up to my favourite - Newhouse’s fourth map (pictured.)

Newhouse hit it out of the park with this one. There are so many god-damn vistas here, so many bits where you turn a corner and get your breath taken away, and a lovely eye for distinct ‘areas’ to explore each with their own style which break up the 300 enemy count and make the time fly by. One of my favourite maps in Quake, and worth playing the pack for alone - although the other maps are fab too!

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Unregistered user “guest” posted:

smej2s1 is broken due to an exploding box stuck in the floor.
Host_Error: SOLID_BSP with a non bsp model (misc_explobox at -608.000000 176.000000 -1968.000000)

Unregistered user “guest” posted:

Two more map breaking exploding boxes, this time in smej2m5, at 3456 -1176 -1408, and at 2632 -1600 -1408.

Unregistered user “guest” posted:

I was wrong, it was 4 exploding boxes, same error, the other two boxes are at 3272 -1760 -1408 and 2876 -972 -1408.
All in the same room.
I think these are supposed to be triggerable but not shootable and for some reason they show up lodged in the floor or walls.
Sorry for spam.

Unregistered user “guest2” posted:

well done ‘guest’ for not including any relevant information along with your report.

0/10 not enough ammo on hard for 3rd level.

What’s the point of taking a game that’s all about the shooting, then forcing the player to NOT shoot and make the monsters kill each other instead?

I’m sure SuperAmazingIncredibleDouche players can get through these missions no problem and I’ll just a bunch of GitGud comments, but that’s…not…fun.
Throwing players in a tiny room they are unable to get out or maneuver in is not fun or hard, it’s just a shitty thing to do.
Reloading after the first time I got through it without taking more than 25pts of damage, but still, not fun.

Unregistered user “Gitty McGuddingson” posted:

@aluminiumhaste If you’re having too much trouble, try a lower difficulty setting. It’s not the map pack’s fault you’re bad at the game.
Having a hard time on hard and then complaining about it is hilariously daft. What’s the point of difficulty settings if people don’t use them?

Unregistered user “guest” posted:

To clarify, I am using Quakespasm 0.93.2 “for older Macs” and this download of smej2.

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Wow.
This is a collection of Megalevels. Hard, tested well, planned well…
And truly exhausting. This is like a war.

Well, the authors are Finnish. “TULTSA MUNILLE”! :slight_smile:

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