97bb61f85d3b64492bf6e3a003c41b038351ad26d5eeaf0ded602e2e25e5d809

97bb61f85d3b64492bf6e3a003c41b038351ad26d5eeaf0ded602e2e25e5d809
overall_rating 4.588235294117647 51

Forum thread for jpqm4

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Why is this jpqm 4 not 10 or higher? Was it made before Greymoor?

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Played it. My fav map of yours now. Highly detailed (lots of cracks, ruined walls, etc) and twisty (as always). 5 out of 5. Sometimes monsters stuck in places and that’s making them easy targets; if that bugging you on the gates to the library in particular. Sometimes monsters are placed in places where they can’t get out and therefore also becoming easy targets; right after golden gates there’s an open space and knights are stuck on side-walls. Anyway it’s not a problem, it’s just makes everything unfairly easier. THANKS for the map!
PS. I see you love high ceilings. That’s nearly a visual mark of yours. Even very shallow corridors are often go with high ceilings. It adds to the scale of environment actually, I love that

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Very nice. Solid brushwork, good monster placement, secrets suitably hidden, nice overall design.

The final monster is a bit tedious for my liking, but, well, i can’t have everything my way… :wink:

Very nice. Thank you!

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What a great level, a lot of details and the atmosphere with the sound give a “dark” feeling. Skills generally high! Thank you!

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@Alex Ros - nah, it’s the latest, but i had gaps in numbering due to some unfinished older projects. next maps will follow in proper order :slight_smile: as for the monsters stucking - yeah, i have to work on it in future, some more detailed clipping to make pathfinding more streamlined… the more complex geometry, the worse effect on enemies, i’m afraid.
but the two HK’s on the ‘balconies’ over lava were deliberate.

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