78039e2132b59dd08a8ddb19340c0e0606d4e7eeacb0d9c4e323ca98e694d57e

78039e2132b59dd08a8ddb19340c0e0606d4e7eeacb0d9c4e323ca98e694d57e
overall_rating 4.426842105263158 76

Oh yes, of course: map eoem9 — thanks!

Well, I finished this, but I didn’t love it like most people seem to. The first few levels felt very bare-bones and 1990s, and by the time things started to get more interesting, I was too powerful for there to me much challenge. If I play this again, I will follow the advice of several commenters above, and reset to a shotgun start on each level.

The last level, Terrorcotta, is by far the best, and I would recommend anyone to play that one even if they skip the rest of the pack (map eoem9). Save frequently, and not over the same slot repeatedly — keep half a dozen slots in rotation, because you may make decisions that you regret after having saved! The final battle is crazy hard, but it did leave me with a huge sense of achievement when I finally completed it.

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I really enjoyed this episode. It starts out slow, but as you progress the maps get harder and harder and consequently more enjoyable.

It’s a great tribute to classic Quake in many ways with good tension and atmosphere and music to match.

Thank you to everyone who contributed!

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Really cool episode. Lots of fun to be had here. Some definite hits here. Others are just okay. Markie’s map (m9) and the secret level stood out as the most interesting to me. Overall I didn’t get the feeling that this was a cohesive episode as the level styles and layouts had very little in common with each other. I suppose this is to be expected given that each had a different author.

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Well it’s kinda way too retro for me personally. Don’t see any reason to make undetailed visuals while they’re possible. But that’s just me, subjectively. Objectively it’s 5/5 I think. Totally works as official DLC, same quality. Plays cool. Engaging. Levels aren’t bland but on the contrary are throwing some unpredictable twists on & on. I didn’t finish it yet (finished secret level and entered Knavel I think) but it gets better actually. Levels are gettin’ complexier… Anyway 5 out 5. Not some clumsy mappin’
PS. Dead Can Dance!
PPS. Perhaps I didn’t like for real only that greek level (forgot it’s title), way too out of place, but that’s ok

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Unregistered user “JP” posted:

"The Augur’s Mold” by Rhoq (Map 4) captures the essence of Quake in a really important way - it’s scary! The combination of the custom soundtrack, deep shadows, ambushes, and gameplay that always has you on the back foot scrambling for cover makes it eerie in a way that Quake was if you played it back in the nineties. Great job, Rhoq.

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Worth playing, especially shotgun start. I got softlocked in eoem3 when I ran out of rockets, and the progression in eoem6 is not obvious enough… but eoem9 is a great finale.

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I thought it was a great episode overall. Some maps are genuinely stellar—maps 4 and 9 come to mind, as does 6; map 8 has its moments too—and most of them are still decent-to-good. I only somewhat disliked map 7, but it wasn’t necessarily BAD. A lot of great ideas and clever design in this one.

Agree with the shotgun start suggestions, it made the later maps quite a thrill.

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