5d336ac5c700ba1680a237c54c8edcbb4dfc54baa7e5c067d062aa4a24f282fd

5d336ac5c700ba1680a237c54c8edcbb4dfc54baa7e5c067d062aa4a24f282fd
overall_rating 3.777777777777778 27

Forum thread for imp1sp1

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Exemplifying the worst aspects of base maps: Lots of hitscan grunts and samey looking environment. Not for me.

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Spirit, I always assumed that, as site administrator, you wrote the overview description. But for this map, that description is very positive while the comment attributed to you is very negative. So what gives?

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MikeTaylor, Spirit isn’t the only one that writes the descriptions.

Apart from the limitations base enemies in Quake have, this is actually a really good base map. You can see it is the first SP map by this author, and that he worked previously on DM maps by looking at the layout, organized around a multi-layered atrium.
The brushwork is quite good for its time. Its style isn’t particularly amazing and it doesn’t change much along the map, but as it is short you don’t get bored of it. Texture work and lighting are good, there is no spotlights but it doesn’t look bland. The glass bits were a nice addition and are placed for the gameplay more than for the visuals.
Secrets are well placed but the contents and when you get them aren’t that good.
Combat is the issue here, apart from the limitations of the choice of monsters, the second half of the map is very easy, as the player spots the monsters easily and form the front, the variations in the room help mitigate this but it isn’t enough. Compared to that, the fist part is fast paced and harder, and way more interesting. Overall, ID maps difficulty.

Overall, considering its time, 4+/5.

Mike, negke probably wrote the majority, nonickname is also editor nowadays who can do it. Some descriptions were written by few other people in the old days. We don’t really track who writes them so it is a bit mysterious.

When I comment I am subjective while I tried to be more objective when I wrote descriptions. I hate base maps :wink:

You hate base maps … does that include the first two thirds of czg07?

No, because czg knows how to make good ones. It’s bad placement of grunts (hitscan damage) and uncreative design (everything looks the same) that most base maps have.

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Well, I finally got around to playing this, and I really enjoyed it. There is something satisfying about hacking your way determinedly through hordes of base enemies; and the hitscan damage that Spirit dislikes so much ensures there’s still a good, solid challenge to be met. (I love Cheyenne Mountain Complex for much the same reason.)

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