I think the slew of reviews demonstrate one thing about this map. That it is horrible beyond repair, but you should still try to play it at least once.
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It’s kind of like a trainwreck: It’s horrible, but one just can’t help watching. This map just kept me wanting to see what kind of weirdness awaits beyond the next teleporter, and for that I give it 2/5.
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http://www.mediafire.com/file/4tux4119o75n5cv
I have recorded a Nightmare-difficulty demo, showcasing what I consider to be a more or less intended way of completing this level. I regard is as a puzzle level and consider it being nowhere near the worst Quake level ever created. In fact, I have rather enjoyed it.
One secret was deliberately missed as it appears before the level shows you how to look for such secrets. This last secret is in the lava room with the railings, immediately left of the teleporter out. It allows you to kill the last optional shambler from the very first room.
This demo was recorded keyboard-only, is the result of my first successful attempt to record it, contains a number of quite major mistakes in execution (especially during the grenade run) and, overall, gameplay is very stilted even according to my own personal standards. Still, the purpose of this demo is elucidating the internal logic this level is seemingly built upon, and, I hope, even despite the execution-level flaws, the intent behind my various actions is still comprehensible.
This is not a 100% kill run, and some of the fights are deliberately omitted. When showing an optional fight I first make a point of making it obvious that it is indeed optional. Other gestures include bringing certain elements (sometimes quite subtle, pay attention) of the level into the spotlight, as well as showing the directions in which particular monsters are looking. When playing not on Nightmare difficulty, killing the very first ogre with the shotgun might be unavoidable, although I am not really sure about that.
The demo is about 18 minutes long, and I sure take my sweet time over the course of it, so keep that in mind as well.
The demo was recorded using aguirRe’s/bjp build of WinQuake ( http://web.comhem.se/bjp/ ). It assumes level.bsp to be situated at /id1/maps/rohling/ and level.dem to be situated at /id1/
It also works with the Aftershock-retextured version of this level taken from Aftershock CD: https://www.quaddicted.com/reviews/level.html
If anyone could re-host this demo, record a better implemented run based on it, or render and host a video from it on some video hosting, I wouldn’t mind either of those possibilities.
P.S. I am not the author of this level and I am not in any way affiliated with the author of this level.
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Unregistered user “Guest” posted:
Reuploaded the same demo:
https://www.mediafire.com/file/3dswusrv80ran82
I play badly, sorry for that, the level’s inner workings, however, I hope, do make up for that.
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Unregistered user “Guest” posted:
You either understand someone at a half a word, or you don’t.
Quake is sure unexplicable. What for.
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Im 100% sure that the bridges were supposed to interconnect the lower areas of the 4 big cubes in the first area but the level got corrupted or the map maker didnt know how to do it, really weird map but somehow fun.
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