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Unregistered user “Repus” posted:
Playing this episode made me really uncomfortable. The whole layout is confusing, too many pathways, too many buttons shooting. Many times in order to get from this point to a 50 metres away point you need to run across 2/3 of the level.
There are two moments in one of the levels where you have to have considerable amount of health: first is jumping into lime pool and second the room with like a dozen nail traps. The nail traps room takes away 78 percent of health. 78! And there’s no way to avoid the nails. What if player doesn’t have 79 plus percent of health when entering this room?
In general, I would not recommend playing this release. My opinion is it feels too strange and odd.
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Unregistered user “Not a prodigy myself” posted:
I’m stuck on the first level. I think I need to activate the brown lever, but I don’t know how to raise the lift over the slime area to access the lever room. Please help!
Unregistered user “Not a prodigy myself” posted:
Aaaand, as usual, I found the solution myself right after asking. Shoot me.
Unregistered user “Not a prodigy myself” posted:
Repus, about the nail trap: you can avoid any damage by stepping a little to the side. And you can use the trap to kill the enforcer.
I played a couple of the maps, and it was a brutal grind–tough and not very fun. Also, gameplay felt very Doom-like in some respects. It’s clear that a lot of effort and skill went into creating this, but it’s not for me.
Unregistered user “pmk” posted:
Pretty good early quake map pack that is challenging and fun to play through. I also enjoyed the custom red texture skybox that Dario created within this mod. However in some maps it was quite vague of how to advance within the level as it was not always very clear of where the correct switch was in order to progress. As a result i can only give this early quake mod a four out of five rating but would highly recommend downloading this mod as it is very high quality.
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I had never heard of this gem before. The maps are quite simply beautiful and a marvel to behold. The architecture is creative and varied, and there are all kinds of cool ideas and gameplay mechanics you don’t see very often.
The gameplay is challenging in a good way most of the time, but I’d say level 1 and, to some extent, 4 are too skimpy on health, which isn’t my favourite way of adding to a map’s challenge. Also, the secret map will probably take quite a bit of tries to beat; it’s TOUGH.
But all in all, I warmly recommend this episode, if you don’t mind challenging gameplay. After finishing a map, I was hungry to play the rest of the maps, and that’s a very good sign in my book.
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Once I learned that this episode was created by the mind behind Doom Plutonia, I was definitely interested, but some words of warning…
(1) I played on hard, and the experience reminded me of playing Plutonia with Brutal Doom: the encounters are unforgiving unless you treat them as puzzles. There’s little room for experimentation because the mapper has orchestrated the experience expecting the absolute best from you.
(2) It’s not always clear how to advance in a level, and this coupled with the above point can make for a frustrating experience. To be honest, I got through four maps before calling it quits. The style of gameplay encouraged by this episode isn’t my kind of fun, but there’s no doubt this episode takes Quake to a new (intimidating) level.
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