56692ca17bd1584cd54b49d24556032903099a2ea44839d8bdfbb6ce8eefd920

56692ca17bd1584cd54b49d24556032903099a2ea44839d8bdfbb6ce8eefd920
overall_rating 3.666666666666667 21

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Neighboring Alcazar’s is INSANE. Seriously. I loved it! Laboratory X was cool, but I don’t think I saw all of it… need to go back and search a bit more. Both of these are top notch.

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This maps links with “Orlmap Series 2: The first half” with which they form a single episode. Playing Neighboring Alcazar’s (oms25) separately from SG start is wery impressive challenge! Good choice for “The Quake Ironman League”.

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I highly recommend reading the oms_unmentionables.txt file, in particular the last paragraph!

This came up on Quake Map of the Day on Mastodon so I gave it another go. Last time around, I wrote:

In the end, I found the exit through a silver-key door with only 151/162. I never found the gold key or discovered what was beyond the gold-key door: presumably the other eleven bad guys.

Well, this time, much the same thing happened, except that by the end stage of the game I had 153 kills instead of 151, and so only nine more to find. This time I was impatient, so I noclipped through the “Opens far away…” door near the start to see what I was missing. Behind there was a fight that yielded the gold key; beyong the gold-key door was a fight that yielded the rune. At this point, though I was still one kill short.

Having the rune when I exited didn’t seem to achieve anything, though.

On replaying Neighboring Alcazar, I’m less impressed than I was the first time through. The blocky, overlit nature of the architecture left me nonplussed by the only-OK combat. Oh well. ORL did warn us.