Forum thread for alkado
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Actually not too bad. Since the maps are quite small, fights are more difficult since you have only little space to maneuver. Has some nice futuristic sound replacements and skin artwork. I especially liked the new grendade launcher which looks really cool with its yellow spinning cylinder. General task is easy enough: Find the four runes in four different levels to access the Cthon boss map. Not necessarily for your collection of legendary episodes, but hey, it’s one hour of fun to be had. [Technical info: At least in Fitzquake Mk V, I had issues with two map names, spider.bsp and goodppl.bsp. The first one has to exist in two versions, with small s and capital S at the beginning (spider.bsp and Spider.bsp), while goodppl.bsp MUST begin with capital G (Goodppl.bsp) or the maps won’t load.]
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Unregistered user “Fusion51” posted:
How do I download this map? Every time I double-click the bat file it opens for a split second and then closes. Please Help!!! ![]()
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Unregistered user “Ijazz” posted:
@Fusion51
The bat file you have probably is calling the wrong file.
for example
glquake.exe -game alkado
but you use Qauekspasm or RMQ.
Change it to
(what engine you have or what you renamed the engine to)- game alkado
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The levels are not just small, in the sense of not having much space in total, but also cramped. Almost every room is tiny, and almost every combat happens in a context that gives you no control over how to fight. As a result, while there is some good work in this pack, the overall effect is claustrophobic and not really much fun.
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Cramped and low ceiling start map. No difficulty selection. Average visuals.
spider.bsp - Link to Nightmare 100% walkthrough: https://youtu.be/ZTm9vdChNkU
Also pretty cramped and with low ceilings. Map is pretty simple and crude. There's hardly any room to move around. However, the new weapons' sounds and Super Shotgun model make them feel more powerful than usual. It's a breeze going through enemies and actually pretty fun.
mettle.bsp - Link to Nightmare 100% walkthrough: https://youtu.be/UNqZVybL6Co
Brick themed map, very close quarters combat. All very cramped but, luckily, Deathknights seem to have higher pain state chance. Ammo is a bit low, but manageable.
karmid.bsp - Link to Nightmare 100% walkthrough: https://youtu.be/2vUnH10fR2g
Player spawned stuck to the ceiling and had to use noclip to properly start the map. It's a series of cave tunnels, that end on a small outdoor area. Like the previous maps, everything is very tight and cramped. Ammo is pretty limited in the beginning. Plus, there's Shamblers, Deathknights, Fiends and plenty of Ogres. Luckily, the Morning Star can stunlock a single enemy and makes it a lot easier to navigate.
Movement can get frustrating, with limited room to run around, plus awkward geometry blocking your way.
Visually, pretty average.
santa.bsp - Link to Nightmare 100% walkthrough: https://youtu.be/ajSk3hx-70Y
Short map, with lackluster visuals apart from a couple of military vehicles. Gameplay is average, lacks enough room to move around freely.
goodppl.bsp - Link to Nightmare 100% walkthrough: https://youtu.be/gX0JKER2m-s
Another short tech base map. It has plenty of detail, but still looks pretty crude.
Gameplay is easy and not very engaging, specially if you get the secret Quad.
goodppl2.bsp - Link to Nightmare 100% walkthrough: https://youtu.be/NFYyHj-fRZc
Yet another short map, this time with a Chthon fight. Looks pretty average and is very easy. If you get the secret Pentagram, the final fight is trivial.
deity.bsp - Link to Nightmare 100% walkthrough: https://youtu.be/YIgnf8lR9Mw
Overall, seven maps with new textures, new weapons, new enemy textures and sounds. Every map is short, cramped and there are lots of low ceilings, much like Wolf3D. The new sounds have a very classic 90s low quality, some are actually enjoyable, others not so much. Shamblers shooting sound doesn't play and generates plenty of error messages.
There is a head bobbing effect at all times, similar to the intermission screen, even when you're standing still. It's not enjoyable at all. John Romero wanted to implement this effect for the original Quake, I'm glad that wasn't the case.