8a826e5cc82ae5d138c659891129d3340117a0d3bd5934ff9feee57d824d6253

8a826e5cc82ae5d138c659891129d3340117a0d3bd5934ff9feee57d824d6253
overall_rating 2.007352941176471 17

Forum thread for church

[User added a rating.]

[User added a rating.]

[User added a rating.]

This map is not bad at all for an early one, it’s easy to navigate and has a custom built casket in it but I do have one huge gripe with it; The End… or lack thereof. Watch me play it here: Church on The Quake Grave

Hmm, I don’t know, ArrrCee… There is of course no accounting for taste and I respect your opinion, but not having an exit is a pretty damning flaw in my book. If a “crap” map is one that is “obviously unplayable because of critical errors or absurd construction”, then is a map you cannot finish because a crucial bit has been left out not automatically worth 1/5 – or if it is otherwise really, really special, at most 2/5? (I have actually often wondered about this.)

The casket you mention does look fairly nice, but the rest, though perhaps not terrible, is not very exiting. As for gameplay, it’s not just that there is no exit trigger, there is also no logical exit (i.e. no point where you feel like you have reached the end of the map) and hence no real sense of progression. Monster placement feels haphazard. The readme says it supports up to 8 players in deathmatch – so perhaps that was what the author focused on, which could explain why the map comes across as mediocre and unfinished in single player.

No offence meant to the author; I appreciate every single custom Quake map, including the ones I do not personally like. And no offence meant to you, Arrrcee. As I said, I respect your opinion, even though I respectfully disagree.

That’s ok Icantthinkof, I think you’re pretty much correct on most fronts there! The map, while not the most exciting, is pretty competent though. It runs fine, it has secrets and monsters and an interesting layout. I mean really, the big issue is the missing exit. I had hopes that someone had found a secret exit but I guess this just isn’t the case. =/

If you watch my video, I think the part where the elevator lifts you up and you can drop in the casket, I thought that was going to be the exit.

[User added a rating.]

Too cubish for me. And there’s no exit, anyone can check it easily: just drag’n’drop .bsp file to Notepad, Ctrl+F, enter “trigger_changelevel”. If there’s no any trigger_changelevel, then there’s no exit.

Forgot about Markdown styling. It should be "trigger_changelevel".

Unregistered user “1996” posted:

horrible map! Anyway the author deserves respect because “Area51” and “Eviltown” are actually good :slight_smile:

[User added a rating.]

[User added a rating.]

[User added a rating.]

[User added a rating.]

Unfortunately the brushwork and texturing are kind of boring and bland in this one, which makes the rooms feel that much emptier. Not even the somewhat large amount of monsters helps liven up the place quite enough to brush off that emptiness. I think the casket room is kind of nice and detailed, though.

[User added a rating.]

[User added a rating.]

Unregistered user “pmk” posted:

Map is incomplete and not finished as it has no exit. Not really worth a play though. This map gets a one out of five rating from me.

I know you’re planning to overhaul the database, where duplicate names are no longer a problem, but in the meantime this map conflicts with this map. Both have a church.bsp, so maybe repackage this map with a renamed bsp, like t_church.bsp, because the map’s name is “The Church”? o: