964c7f1e6f20f04d32cc075ca70e6fdb28913875b8861d408e52b732643742ed

964c7f1e6f20f04d32cc075ca70e6fdb28913875b8861d408e52b732643742ed
overall_rating 4.526315789473684 57

Unregistered user “NoNameUser” posted:

I apologize if I came up a bit harsh up there, I was by no means attempting to discredit the people who made this mod, who are obviously pros at mapping. Like I said, I’m not much of a fan of base-themed maps (with some exceptions like the Rubicon Rumble Pack mapset), but I really don’t think it was necessary for the first map to veer so often towards puzzle-solving, something that, in my opinion at least, doesn’t work all that well with Quake, unless the map in question was more about puzzling and less about combat in the first place, and the number of enemies you’re pitted against in this map alone speaks for itself in that regard. I believe a few rooms with puzzles would have been ok, but there’s just too many here for my comfort (again, that’s just me), and the majority seem to be mandatory to boot. Maybe I should just skip the first map and try the others.

The rest of the package is probably worth investigating, because, at the very least, I don’t remember it having such an acrobatic flavor to the obstacles.

Unregistered user “b4r0” posted:

how to get nightmer skill?

Unregistered user “b4r0” posted:

Really i cant get nightmare skill!!! One hour and 20 minutes but nothing!! PLEASE HELP!!!

Great experience overall; let me repeat that I love a good episode-chaining of maps, and having custom music really puts some of the moments/locations over the top.

I did notice that the maps didn’t seem to give much of a nod to them being actually connected places, either in explicitly connecting exits/entrances or just more generally in having a progression of the aesthetic getting gradually weirder in the manner of the original id progression. Not a big deal but it’s a touch that would really make an episode hang together as a whole thing.

FWIW I played version 1.13 on skill 2.

start map - Sets the atmosphere just right. Ancient door set in a wilderness hillside, check.

w1m1 - Interesting map, puzzle-y both in its platforming and some of its combat setups. There’s a “one right way” to do some things and first you have to figure out what that is, then you have to nail the execution. Getting through one or both of those phases often required trial-and-error and savescumming. In the end this was satisfying to get through, but this is an odd choice for a leadoff map in an episode. Gameplay is a little too much off the beaten path (will turn some players away) and it’s a bit too long and too punishing for an intro map. Considered standalone though it’s good stuff IMO – nice variant on base-map aesthetics, tricky surprises – it won’t be to everyone’s taste but that’s ok.

w1m2 - A much chunkier low-detail elder-world look; nice, but it took some getting used to after the previous map. Fine introduction of the exploding mine things – a fitting use of zombies! The place felt a little same-y for a while, although it came together near the end once I had opened up most of the routes and run back and forth. Thumbs up for some swimming, good deployment of the Copper multiple-keys feature, and several good moments of seeing a spot I need to get to & working out how. Very inter-self-connected in a good way.

w1m3 - Homages to some id maps done very well here… entering into a familiar place and then a mix of either meeting your expectations about it, or confounding then. Love that. I believe that the keys-and-locks setup had fewer keys than you would need to unlock everything, which admittedly is another id callback (e4m4 silver key and secret exit) but I think was a little frustrating; these days I’d prefer having some sort of signpost that maybe I might want to save a key instead of using it when I find a lock. A good runic-maze-puzzlebox map though. Some fun secrets too, and a solid instance of the finally-getting-the-grenade-launcher-for-all-those-zombies trope.

w1s1 - I like that tidy little diorama on entering. :slight_smile: And, props for doing a low-grav secret map. The giant castle is a good theme for that; having a familiar structure makes it more fun to break the rules of normal traversal. Although I wish I had gotten more of a look at / feel for the overall structure during normal play; often it felt like being channeled down unrelated halls and it wasn’t clear where I was in the castle. Some beautiful setpieces though, really getting good use out of the contrast between the lava and the blue bricks/tiles.

w1m4 - Just lovely; my favorite map of the episode. Reminiscent of czg’s Honey IMO, although unsurprisingly also taking from uKKo’s earlier stuff. Dialing the combat back a bit and dialing up the exploration with an effortless mix of terrain and ruins. It’s pretty much everything I like about finding and unlocking paths and revisiting areas from different vantage points and etc. Great vertical range too. The opening slice of a view out of your entrance cave is a great mood-setter BTW; the fog and the framing are just right.

w1m5 - Another “puzzlebox” kind of map where you drop into a hub facing a few different paths and locked doors. This one medieval rather than runic. I wasn’t surprised to see Naitelveni and VuRkka in the author list here (along with NewHouse) as this kind of layout seems to be in their wheelhouse. I remember at least one satisfying powerup run – also there’s a bit of a dirty trick that makes you likely to miss a powerup, but that was just funny. Not a map that throws any unusual ideas at you, but solid.

w1m6 - Very strong opening in a cool outdoor area facing a keep, and some fun areas immediately beyond the door, but once you get really stuck into the map it turns into abstract spaces filled with slime and nailtraps and teleport ambushes. Kind of an abrupt turn from really my thing to really not my thing. I pushed through though; I have to say, I appreciate the pointers to the gold keys, and once I had mostly rinsed the map of monsters it was pleasant enough to finish it out.

w1m7 - Seeing “500” for the monster count on loading a map is offputting for me, but since this was the last map in the episode I knew I’d be ok with just chipping away at it in sessions … there’s nothing after it that it was delaying me from seeing. As it turns out, w1m7 is good for a big map for a few reasons: a) it’s well-structured with an understandable layout – lots of the layout is visible to you, it has some symmetries, etc.; b) you can “finish” some areas so you don’t need to return there; and c) for a reason I won’t spoil here the total count is somewhat misleading about how long it will take you to complete the map. In the end it’s a memorable conclusion to the episode with epic visuals, cool structures to figure out and climb around in, lots of monsters to blow up, and (bonus points) it doesn’t inflict a half-baked bossfight on you. Capping things off can be tough… kudos!

Great effort and great results you guys. Nothing against speedmaps and jams but I double-appreciate these “full release” deals, especially in episode form.

[User added a rating.]

Unregistered user “Vasya shkolnik” posted:

Spoiler: for getting nightmare you must stay on the fireplace on zero map. Fire wind will move u up, on some height u will be teleported to nightmare island.
How collect all lions on first map?

Lions, general directions:

https://i.imgur.com/pZYvPww.png

https://i.imgur.com/aJjiJac.png

https://i.imgur.com/AHOjiIy.png

https://i.imgur.com/nIHuWTj.png

Lions, TOTAL SPOILERS:

https://i.imgur.com/dBsjCEI.png

https://i.imgur.com/cUIhYtZ.png

https://i.imgur.com/GQmt8GN.png

https://i.imgur.com/PruCVq6.png

Vasya shkolnik: thanks, I never would have found it.

I initially gave up on this pack at around two thirds of w1m1. The map was nice until I had to face the puzzles, which as I recall were not that hard to figure out but required a dexterity and a speed I did not possess. I believe one of the maps in JCR’s JJJ pack had the exact same “issue” (as far as I’m concerned), and that’s the only map of the JJJ pack I gave up on. I might stay away from Smilecythe’s maps in the future since they are clearly not my thing. Too bad, because once you take away the puzzles, the rest of the maps are really enjoyable and cleverly constructed (both this one and the JJJ one).

Reading Johnny Law’s detailed comments, and especially on w1m7, whet my appetite (yes, insane monster counts and unreasonably-sized maps are my thing). I was craving for some Tronyn-style madness, so I gave it another go and I was not disappointed. After finishing it in hard mode (Copper’s version of Nightmare is a bit much for me, the 50 HP limit really gives it a new meaning), I went back to w1m6, w1m5, and so on. I found that many of these maps were beautiful, had a great atmosphere, and were also challenging while fun and original. A bit heavy on Shamblers at times, but you are always given the means to defeat them. So thanks a lot, I’m glad you made me go back because I was going to rate this a 2 and move on.

There seems to be a definite Finnish style — or is it this particular gang’s / pack’s style? — that I hadn’t noticed when playing their previous, individual releases. Not the puzzles, but a general feeling for the maps, the monster placement, and the overall flow of progression throughout.

I might go back for exploration, since the secret count of some of these maps is relatively high compared to their size / monster count, and also because some of these are a pleasure to walk around in.

Thank you all for this episode. I’m looking forward to your next offerings.

[User added a rating.]

Awesome pack. Took me a while to get past the puzzles on the first but they really weren’t as hard as I thought. Final map is some perfect batshit weirdness. Essential release.

[User added a rating.]

[User added a rating.]

The most stupidest thing ive ever done was play this on nightmare, its impossible

[User added a rating.]

[User added a rating.]

Once again Copper Mod proves that when it comes to modding Quake, a light touch can yeild the most satisfying results, and that the core game still has plenty of surprises to offer. But of course, a great mod is nothing without some great maps, and that’s exactly what you’ll get in this episode. The rest of this review contains potential spoilers.

Start - North From Here by Smilecythe & VuRkka
If I’m honest the start map didn’t fill me with a lot of hope, as it seems somewhat gimmicky and unpolished, but it serves it’s purpose in selecting a skill level. I went with 2.

W1M1 - Light Reactor by Smilecythe
Nicely detailed, but visually a little too “busy” on occasions. Combat is fine, albeit occasionally tedious and repetitive. This map really shines when you get to the various puzzle sections, which demand strong spacial awareness, timing and platforming skills. In the latter regard, Quake’s jumping mechanics can feel a little cumbersome at times, but Smilecythe skilfully rewards player progress in such a way as to overcome any sense of frustration.

W1M2 - Frostlord’s Domain by Newhouse
Visually striking as blue maps tend to be, and the theme is pulled off very well. The layout doubles down on invoking memories of Azure Agony with it’s grand chambers connected by tight tunnels, although it also falls slightly foul of being over-connected at times, as thanks to the uniform texture theme and often dynamic layout it’s easy to become a little lost. There are some nicely timed surprises and combats, all artfully supported by well placed secrets.

W1M3 - Riddle of Steel by VuRkka
Starts off as a nicely polished tribute to E3M2 Vaults of Zin and this is a recurring theme later on, even when the layout and tone starts to stray to something more original. There’s some really interesting use of simple platform puzzles to control the pace. For me the standout moment was getting to the end and realising I had to go back and play it again from the beginning in order to access the secret level. This “trap” was very well set up, using the players’ excitement about secret hunting as well as prior expectations based on E3M2 against them. If it were less well done, it would have been more frustrating than satisfying, so kudos to VuRkka for understanding his player.

W1S1 - Medieval Nightmare by zigi
Visually this is the most “old-school” of the maps on offer, with fairly simple boxy brushwork, but a nice use of medieval textures with strong colour accents. It’s low gravity which is a nice nod to E1M8, but the level design makes the low gravity much less frustrating than in Ziggurat Vertigo, making frequent use of narrow but tall areas to make the most of your new freedom whilst still chanelling the player. I found the finale went a bit off-piste in this regard, as it’s a lot easier to survive these combats with your feet planted firmly on the ground, but otherwise this is a solid map and secret maps are always very much welcome and very rewarding to the player.

W1M4 - Northern Tornio by uKKo
This is by far the aesthetic highlight of the episode, as you can see in the screenshot on Quaddicted. Light and shadow, subtle fog and subdued colour tones invoke a very sombre world, possibly an ancient neglected backwater of Quake’s multi-dimensional real-estate portfolio. Combat takes a back seat to exploration and atmosphere in this map which is a welcome change of pace in the episode, and really encourages the player to try and climb the walls in search of secrets or just pleasing vistas. As is always the case in maps with such detailed environments navigation is occasionally slightly awkward but never outright unfair, and after completing the map normally I went back with god mode and a rocket launcher to just have some more fun exploring. The end of the map is nicely understated, and adds to the earie loneliness of this forgotten place.

W1M5 - Wretched of the Earth by Naitelveni, VuRkka & NewHouse
A well executed medieval theme. In terms of gameplay this map is the most vanilla Quake experience in the pack which is obviously no bad thing and nicely transitions the player back in to the action after the quiet halls of Northern Tornio. There was one tricky horde combat that caught me by surprise, which meant I had to go back to the beginning and look after my ammo a little better, but challenges like that are to be expected on the sixth level! Even with restarting, I found myself having to lob grenades at a shambler at one point. The final battle to open the end-gate is a bit let down by one of the three shamblers failing to make his presence felt – perhaps he got scared. Overall this was a fun map, and very well made, but doesn’t have any particular stand-out moments.

W1M6 - Halls of Darkness by Ing-ing, uKKo, VuRkka & NewHouse
Impressive brushwork terrain that finds the right balance between detail and navigation but overall I think this was the weakest map in the episode. The layout and monster placement all seemed a little hastilly thrown together, and there’s quite a jarring change of theme and pace mid-way through, which leaves you wondering why they bothered with the early, outdoor section of the map. Also, in this early section a poorly placed Ring of Shadows secret preceeds a triggered monster ambush where the monsters spawn angry, rendering the secret pointless and unrewarding. I found the end didn’t fare much better – it may be down to my own lack of skill, but the only way I was able to defeat the final encounter was to drop out of the “trap” area, at which point I was able to fairly safely pick off the vores from the other side of the bars, which felt like an exploit rather than a design choice. It’s still a good map, but not up to the incredible standards of the whole episode.

W1M7 - Oblivion by Mazu
This is as close as you’ll find to a “sandbox” interpretation of traditional Quake. A sprawling, very open map with 500 enemies (skill2) and very little manifest signage or leading. You may experience mild FOMO, but every encounter is still well balanced and interesting, nomatter how you approach it. Mazu seems to have an uncanny understanding of how players will react to any given situation, always managing to set up interesting and often unexpected ambushes that will catch out even the most cautious of wall-huggers and backpedallers. Given the sheer scale of the map I was very impressed that the amount of ammo and health was spot on for the first half of the map seemingly without the use of any respawning boxes. There was only one moment where I was gasping for some nails or shells, but this was largely my own ammo management at fault. All of this builds up to a hugely impressive crescendo with multiple waves of very challenging combat in a well designed arena. I’d also like to heap particular praise on some very clever use of trigger_monsterjump in all of the open spaces, nodoubt taking full advantage of Copper Mod’s improvements. All in all, this was definitely a fitting end to a fantastic episode.

Conclusion
This is the most fun I’ve had in a new Quake episode for years. Thanks to the different styles of all of the authors involved it offers a lot of variety and I’m sure to return to some or all of the levels again at some point, because there are still various secrets and alternate paths to explore. The music by Immorpher was topnotch throughout and always nailed the pace and atmosphere of each level. I also enjoyed the readme, which includes some nice additional information about the maps, although in some cases I’m not sure I understand the connection. Good job and many thanks to everybody involved.

[User added a rating.]