51ccae9e04ea5a52a8b7524c2e12943529cdc639ad02a05472e082e57998cb6f

51ccae9e04ea5a52a8b7524c2e12943529cdc639ad02a05472e082e57998cb6f
overall_rating 4.222222222222222 36

Forum thread for cjhsp1

Unregistered user “JFH” posted:

Note regarding last message: tried Fitzquake080 to no avail, GLQuake, etc. Still unable to save game. Also have thought of upping winmem to a ridiculous amount (-winmem 110000 at the command line) regarding problem #2 and that has worked on a couple of occasions, but not every or all the time. Anyway, will have to tough it out from start to finish playing skill level 3.

Wish me some fraggin’ luck!

JFH

Unregistered user “Spirit” posted:

For OpenGL engines the memory switch is most often -heapsize (in Bytes). So for example “-heapsize 128000” would make it use 128MB of RAM.

Unregistered user “JFH” posted:

Thanks, Spirit. I forgot and I meant heapsize. Seems to me for the longest time on some of the really old levels they (the level building guys) would use arbitrary numbers at times like
-heapsize 131000 or what not. I didn’t know it referred to Bytes but that makes sense. I remember some of the old games saying -heapsize 16000 or 48000 but I distinctly remember some being somewhat arbitrary, like 121789 or something like that. Anyhow, thanks.

Still frikkin’ fraggin’!

JFH

Unregistered user “Daz” posted:

video playthrough - http://www.youtube.com/watch?v=FqdK6IEHbhc

Unregistered user “Drew” posted:

An excellent map with lots of great combat.
It’s not the best with regards to looks. Apollo takes obvious inspiration from CZG03 - Ceremonial Circles, but without CZG’s (arguably) unparalleled skill with regards to elegantly simple and balanced blockiness.
Still - it looks as good and often much better than many classic quake levels, and it consistently plays better than many new ones. I mentioned CZG before, but ELEK also comes to mind, with regards to structures (think DARKNESS and GOLGOTHA) and also regarding the solid, Quakey gameplay. The author doesn’t shy away from bigger monsters, and does a great job employing ambushes in several spots with smaller ones as well. In fact, the flow is one aspect of this level which is excellent. There are many surprises and teleport ambushes (though rarely of the RIGHT BEHIND YOU! kind). At times it reminds me of SPACEGODS RUNE. These ambushes are consistently awesome on hard, and every secret will come in handy.
Luckily, secrets are plentiful, and come in quite handily (armour isn’t accessed for quite some time without discovering one, for example), but are perhaps less well thought-out than Spirit’s write up suggests. Most of them are quite easy to spot, and I found almost all on my first playthrough. Personally, I like there to be a mix of very easy, medium and quite difficult secrets (a la Than’s maps)in a map, since it enriches replayability.
Another small complaint - I kind of wish the DBL shotgun had been introduced a tiny bit earlier.
This might make this map sound subpar in some way. But it absolutely isn’t. It’s a great map which will give you 15-20 minutes of very solid, proper quake action in a thoroughly quakey setting.

Unregistered user “FifthElephant” posted:

This is a fun map, I agree with some of the sentiments here in regards to getting the super shotgun earlier. Other than that though, great gameplay and looks really nice!

Excellent stuff, large and full of all sorts of monsters. As usual, only after the epic last battle I’ve found a secret with quad and ammo to help me out.

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great map! i noticed that my system is darker than the screenshot.

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Yes, I remember this one being rather a jolly romp. Replaying now on lower difficulty, and having a great time just blasting through it. 5/5 for what it is.

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