964c7f1e6f20f04d32cc075ca70e6fdb28913875b8861d408e52b732643742ed

964c7f1e6f20f04d32cc075ca70e6fdb28913875b8861d408e52b732643742ed
overall_rating 4.526315789473684 57

OG Quakespasm might have less pleasant consequences for translucent water with no vis, because it tries to render warping in the background or something, but I forgot about it.

Comment intended for Jumpmod2: cannot presently be added to that page due to the HTML-encoding error. I will copy-paste it across when that is fixed.

Sadly, this seems to be missing out on everyone’s attention because of an HTML coding error triggered by this page’s name having a “+” in it. In a URL, this is getting interpreted as a space, and so clicking the map name in the list takes you to a 404. You can only get get using https://www.quaddicted.com/reviews/jumpmod2%2Btd_complete.html

Aaanyway, I really enjoyed it. The double-jump boots — and then triple-jump, when you collect another pair — are a genuinely interesting addition to the Quake armory, and the three levels I saw were all well designed and beautifully textured. A definite five stars, even though I seem to be missing one or maybe two of the maps. (Only one if the start map counts as one of the advertised five.)

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It’s been a long time since I have had to turn the difficulty down to 1 to get through a set of maps. I mean that in the best way possible as the balance in all these maps is perfect. Challenging in both combat and map design. I don’t know how you guys keep coming up with such fresh feeling maps for such an old game. The last map (sorry I’m too lazy to go back and look at the titles) is a masterpiece. This whole map pack is a masterpiece. Keep up the great work.

[Update] SMEJ Patch 1.13 is out!

DOWNLOAD LINK

http://quakeworld.fi/files/smej/smej_1.13.zip

Changelog

1.13 07.01. 2020
-Tuned puzzles and monster balance.
-Fixed scripting issues.
-Fixed some texture issues.
-Tweaked navigation, coop setup etc.

1.0 30.12. 2019
-Original release.

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Incredible w1m1 - Valovoimala/Light Reactor by Smilecythe seems to be a tribute to old smqx11_digs (Closed_area) by digs, or inspired by it? In any way, both maps is great.

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Still on the first map. This is by far the most challenging map I have played because of the puzzles/traps…
I really have no idea where the 2nd gold key is for the teleporter…
Any hints? First time I’ve needed one

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DH1988 you need to puzzle your way up for both gold keys, after getting the two silver keys.
One’s up where you need to shoot the 2 red cubes that lowers and lifts the two platforms and the other one is where there’s 3 lifts with shootable buttons.

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I found this technically impressive, but somehow not as much fun as I’d hoped — there was a slightly grinding quality to some of the maps. Part of this is how very difficult the secrets are: I ended up with maybe a quarter of them, tops. Impressive stuff, nevertheless.

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Unregistered user “Henry” posted:

This is a pretty fantastic mod / campaign. I really love the styling of the maps especially, and it feels much less like a grind than the original campaign does.

Definitely difficult, but that’s the way it ought to be. Nice work, crew!

Unregistered user “NoNameUser” posted:

I lost my appetite for this mod the minute I realized the first map was all about platform jumping and shooting a bunch of buttons within an absurdly limited amount of time. Base-themed maps in Quake are usually boring as hell, but coupled with the fact that in this map alone there are over two hundred enemies in hard mode plus the constant button pushing/shooting, failing to reach an area in time and then start over and over again… it quickly escalated into sheer frustation for me. I don’t know if the rest of the maps follow the same annoying formula, but I got so exasperated with it that I didn’t even bother to find out.

I hope these comments won’t discourage the authors from pursuing their vision in the future. Someone has to stand for something other than combat in these communities. Not that there’s anything wrong with combat, but a narrow focus on one feature, however essential, won’t do any favors to the game’s longevity.

On a side note, everything should be perfectly doable here. If something feels absurd, there’s a chance that you’re doing it wrong.