9755bf7150f47e3ae285d3a9c188d3b3800d14c416bed99f1296cecea612e012

9755bf7150f47e3ae285d3a9c188d3b3800d14c416bed99f1296cecea612e012
overall_rating 3.0 1
9755bf7150f47e3ae285d3a9c188d3b3800d14c416bed99f1296cecea612e012

This is a companion discussion topic for the original entry at https://www.quaddicted.com/db/canonical/9755bf7150f47e3ae285d3a9c188d3b3800d14c416bed99f1296cecea612e012

Seems to be a duplicate map entry of https://www.quaddicted.com/db/v1/maps/65894a8a8a6be1d28d6f7ee5a653f67aaaaa8a27846a8f5ba181fc9123d15059

Overall a great episode. Awesome atmosphere, good new enemies/weapons that fit well with the quake style.
Two complaints though, and the reason I give it 3 stars rather than 4 or 5, are:

  1. A lot of brushwork, while beautiful, needs refinement. Brushes often jut out and get in the way of combat, or snag you on a jump.
    Also, the brushwork of the first map especially, and to a lesser degree later on, lets you explore areas that suggests secrets but are simply “out of bounds”. For example, on the cliffs around the lighthouse in level 1. Loads of ramp-jumps to areas or ledges with nothing there. Similar, in ep 5 with the portals between the two worlds, you can snag yourself and prevent entering the far portal, and drop to the “ground” (sky texture) and need to noclip to escape. Many similar cases. It actually made me explore less for secrets after several let-downs, suggesting I should ‘stay on the rails’.

  2. I got lost in levels 4 and 7 (secret), and briefly in 5, due to lack of signposting. Level 7 was easily the most confusing. I loved the artistic use of the fog, but it did make it harder to navigate. I had to turn down the fog and draw entity debug info after failing to find how to progress in the secret level.

That said, I had a lot of fun and was blown away by the atmosphere of the game, and it would easily be a 4.5 with a bit of refinement.