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Me: “I don’t play 1.13 version because qss doesn’t support w1m7”
It’s strange, I only had this crash once on my first launch
Subsequent games had no problems. 1.13 is alright.
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Finally played this one. A very impressive episode, with extra hard secrets for me; I found about a quarter of them. The tough secrets found their way even to the start map, where I was unable to find the nightmare difficulty without reading the spoilers here at Quaddicted. The maps were tough but I’d say fair on skill 2. I don’t have much to add to the previous reviews, but below are my notes that I wrote on the maps. My overall rating for the episode is around 4.5/5.
w1m1:
A great looking and tough-as-nails introductory map for the episode. In addition to deadly traps, there are tough combat scenarios with waves of monsters thrown at you, while at the same time, the Copper enforcers’ new turret abilities have been utilized to maximum effect. I’d say the scenarios are still rather merciful, as you can often bail out from the fights to safer spots where you can cheese your enemies. Honourable mentions go out to the floating cubes used throughout map as platforms, and also to the creative shooting puzzles. 4.5/5
w1m2:
A really nice map. I generally love the look of blue maps. I liked the spiked mine gimmick and also the chess setpiece at the end. I can’t believe I actually got squashed… At times I was at risk of getting lost, but the signage worked well enough. 4.5/5
w1m3:
Nice remix of E3M2. I didn’t get the secret GL so it was pretty cool trying to evade zombies without it. I did end up finding the secret level after a quickload and hunting for secrets. 4.25/5
w1s1:
I really liked the vertical combat scenarios the map provided partially thanks to the low gravity. I like how Vores were used in a way they really get to shine in Copper. The map also looked great. Somehow this map ended up really clicking with me and was probably my favourite of the bunch. 5/5
w1m4:
This map felt more exploration-focused, as there were relatively few enemies around. Loved the bleak atmosphere, and the highpoint of the map was the approach to the gold key, really ominous. At parts the map was rather dark for my screen, so I did have to crank up the gamma at some point, after having dropped too many times into the void. I did play in a rather bright room, though. Still, the visual presentation was so striking that the map gets a 4.5/5 for me.
w1m5:
Quite a solid map. This was the first map where I could actually find a good chunk of the secrets during the run, and after reading some previous reviews, I guess it’s because the map tended to run more like a vanilla map. I ended up killing the death knight horde with my grenades, like a previous reviewer, because I was afraid of running into the squisher, so telegraphing the idea to the player could’ve been executed a bit more better in my case. 4.25/5
w1m6:
Another good map, nothing groudbreakingly memorable in it, besides the force field effect around the end vores. Speaking of which, the end fight didn’t work that well for me; I just tanked the scrags and kept hiding behind a big pillar against the vores. Still, I quite enjoyed myself with the map regardless. I guess it tells something about the quality of a release, when the weakest map is still a 4/5 in my book.
w1m7:
What a monster of a map, what a final fight, worthy climax for the episode. I liked the black void the map started in. I did get lost for a little bit at one point, when I was supposed to get on an elevator. Maybe a monster could’ve been placed on the elevator to guide me to it, or something? Or maybe I wasn’t just paying attention. 4.75/5
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For my 100th review on quaddicted I thought I should finally play Smej - and it’s fantastic. You can tell the mappers really understand and love the game. Beautiful and a lot of fun, especially the traps. Not for beginners!
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That first map is brutal, and anyone who doesn’t like it may do well to skip it until they are ready. This won’t impact the episode too much, as each map is beatable from Shotgun start.
There are some great, atmospheric Wizard and Runic style maps that are completely different than that Base map. I don’t like the last two maps though. However, this isn’t the only map pack that I really like that ends on a sour note for me, considering I don’t like end maps in Quake in general. This one is an actual level, but it happens to be a Void map - probably my least favorite type of map in Quake.
Unregistered user “noctis” posted:
After spending way too much time on finding all the secrets on the first map i decided to upload a playthrough with all the secrets for posterity.
Unregistered user “Michael” posted:
played it on skill 3 with shotgun starts. Unfortunately map 1 crashes on the laser trap, and the last level doesn’t load at all (kex). What a great episode though. A good challenge throughout with interesting encounters, interesting maps and atmospheric music. Enjoyed it
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