9409c0debed303683964af869690583b53c2f0376471b3eed655b65e5f29b673

9409c0debed303683964af869690583b53c2f0376471b3eed655b65e5f29b673
overall_rating 4.475409836065574 61

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It’s a good map pack, but there’s a lot of switch pushing leading to more switch pushing, and just locked doors all over the place. Like when you push a button and it puts some text on the screen saying some vague shit like “The mud has rescinded” and you gotta wander around to see what the hell that meant.

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Unregistered user “Bitterman” posted:

Fair play to the author for the effort, but this is the worst Quake map pack I have ever played. I have no idea how it earned 4.7/5 stars.

Raw assets such as randomly placed solid color white/red floor tiles, reskinned Quake monsters, bizare looking new monsters, Strogg soldiers and Ogres all mercilessly crammed together into some kind of a barebone fantasy campaign without any sense of thematic coherency.

When I saw the dragons I almost spilled my drink. Avoid. 1/10 stars from me.

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Well, I must admit, my feelings are very complicated about this mod. It is full-fledged “mission pack”, in vain of “Abyss of Pandemonium”, “Travail” and “Nehahra”, which is exactly the type of content any game needs. Levels are well-designed and interesting to blast through (even mines… usually I hate mines, but not in this mod). The complaint comes with enemies… Most of them are just reskins of vanilla bestiary. Goblins, drakes, black shamblers and vores - all behave and attack like their normal counterparts and in case of Drakes (reskinned Scrags) and black Shamblers/Vores, even fight ALONGSIDE their normal counterparts. Dragons are great, though, and some new knights and mages are good, even though they all appeared previously in Tronyn’s mods (Phantasmal Garrison and Coven of Ebony). Bosses are… well, the first episode’s BANE was hyped. Really hyped… and I did enjoyed the battle (and level) with him, even though he was basically a buffed-up UBER-version of Death Knight. Final boss is… re-used from Coven of Ebony, with added challenge of 30+ enemies spawning around him. C’mon, Tronyn, what the point of finishing the Project of Love like Soul of Evil with the same end-boss from your previous work? Maybe reskin him a little… I dunno… It would be much better of an ending if the final enemy is something UNIQUE to this particular game… Anyway… Tronyn, if you read this, I still VERY MUCH enjoyed Soul of Evil and want to thank you and your team for your effort back in 2000 - 2002.

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Unregistered user “Vore in the Wilderness” posted:

I loved Unforgiven so what went wrong to make this so bad? I tried to love SoE but found playing it tedious. It’s is beautiful of course and a lot of work went into it which has to earn respect but the gameplay is godawful. Four vores on a distant promontory with just a shotgun and only just about enough ammo? Yes it can be done but it is so boring this way. Unforgiven was MUCH better. You could choose, be creative about how you dealt with the challenges. Here you are straightjacketed. Then there is the matter of the music (not up to the visual quality imo) that cannot be turned off. I don’t like game music and you really need to have these as separate audio files rather than embedded so the user can delete them.


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Unregistered user “Gioyo3aa” posted:

Bear in mind Unforgiven was released nine years later.


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Unregistered user “NailIn” posted:

Very cosy mod, but the grenade launcher no where to be found at the beginning though.