73fd1878cf1c6096e01402ed894e6bdc68c99e5cf1ca09f7ba8266ccfc285dc5

73fd1878cf1c6096e01402ed894e6bdc68c99e5cf1ca09f7ba8266ccfc285dc5
overall_rating 4.303030303030303 33

Great job, I’m looking at maps like these to sharped my mapping chops. The puzzles and traps were a lot of fun, and it kept me on edge, barely scraping by with enough ammo.

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Sandy Petersons E4M2 is one of my favourite iD maps, so any map in that style is going to win points with me.

This map is quite similar, though a little larger and as JMP said, ‘cleaner’. Maybe because this level is a little more polished. The difficulty was just right, the design good and gameplay pleasing. My only gripes are some of the corridors were a little samey, and while I do like the E4M2 style this map could have done with a little more freedom and artistic licence in interpreting the theme.

Nevertheless, this is an archetypal Quake style level, done right.

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Short and sweet, with a nice assortment of challenges.

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A brilliant tribute to E4M2, with small multiple routes that keep you guessing but never make you feel cheated. This map oozes vanilla Quake to me.

Combat is exciting and challenging, often throwing you in to the midst of the action feeling ill-prepared but up for a go. At one point I found myself having to take a shambler out with grenades which was a little tedious, but it feels like that was down to my poor ammo management rather than anything else. I only found one secret area but it was a very usefully placed Quad just when I needed, so extra points for that.

Good use of shadows.

I liked it.

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A really sweet E4 map, had lots of fun! The traps are super well made imo, not damaging too much but giving a nice jolt. Combat is nice!

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