6ae345d8a8f87816c624a58d019b882275f38396e5132d229c822db65813f99e

6ae345d8a8f87816c624a58d019b882275f38396e5132d229c822db65813f99e
overall_rating 1.766666666666667 30

Forum thread for pop

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I don’t really get the “crap” rating, this one’s pretty decent in my opinion. It’s nonlinear but not too confusing, and it has some pretty nice combat here and there, as well as a pretty good variety of enemies. Sure, there were problems, like the slow lifts, the glitchy window and the exit being obscure (I’m lucky to have found it without wandering for a long time), but overall I wouldn’t say it’s too bad at all. I wouldn’t recommend it to everybody, but if you have some patience, I would say it’s worth a try.

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I can tell this map has some actual effort put into it, but the result is a confusing ugly map with easy combat. It mainly just uses base enemies and although there are some fantasy ones, there are many more grunts than any other enemy. The lifts are really slow and the exit is in a ridiculous place. Overall, it’s not a map worth playing. 1/5

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Not much to look at but I sorta have a soft spot for these ugly patchwork maps if they’re at least playable. A good example of an early custom Quake map before the building tools became much more refined.

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As ArrrCee stated, a definite improvement! The architecture was a lot more interesting here, with fairly detailed ceiling elements that caught my eye. Still got stuck for a little bit, because of an unconventional button, which I mistook for a mere architectural element.

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Bad use of textures (they always use the same boring beige textures omg). The geometry can get kind of confusing (I had some problems knowing my way through the exit).

Overall it keeps being a bad map, but it’s not terrible at least.

(Kudos for the super ultra slow elevators lol)

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