Forum thread for tob
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this map is the beautiful map i have ever, also i thought there was fog on the map, maybe its cause of the red lighting.
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Had a lot of fun with this one. Classically looking map with only colorful lighting being the blood paths itself. Some of the shooting areas feel top notch. Great work!
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Yeah this one’s fun. I like that you deliver on the “BLOOOOD” immediately at the start.
On a “micro-layout” level there are several long halls and some of the rooms are simple, but on a more “macro” level the path does loop around and branch and join up in fun ways. So you get that more old-school feeling of “I’m just going to walk this direction for a while now”, but you do still have some ideas turning over in your head about where you’re going and why. It’s pretty nice overall in laid-back way.
I also like that there’s a few side rooms with really no reason to go into them other than to have a fight or pick up some ammo. It reminds me of when SP levels hadn’t taken in quite so many lessons from DM maps and were more like a D&D map.
Sometimes I can’t help thinking “hmmm what would I rate this on Quaddicted” in the middle of playing a new map. I think I was pondering “a solid 3 probably, maybe doesn’t entirely compete with the 4s” until I hit the last encounter. You reaaaalllly nailed that. Doing a riff on that particular fight from the OG campaign is nothing new of course, but this is one of the better ones out there IMO. And quite a bit harder than the rest of the map! but that’s fine. A player that’s not used to dealing with Quake movement momentum on narrow paths could get frustrated with handling that sequence, but that’s not me so personally all I can say is it ruled.
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Nice pieces, some really good combat and ideas. Still, somewhat boring progression.
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2½ years since ZQ’s last map, and he has grown in the meantime!
Still a ‘old-scholl’ map, but with better lightning than the last. Better brushwork, good texture alignment and a reasonable monster placement.
I’m not all for those long, straight and slightly boring corridors, but they are balanced by a lot of other good details. All in all a nice, playable map.
ZQ, thanks for your effort. I’m looking forward to the next map…