ac8bd9410af3db914b2b4b942188fbc5f07e11ab4f19083b29e587d3f8e6893d

ac8bd9410af3db914b2b4b942188fbc5f07e11ab4f19083b29e587d3f8e6893d
overall_rating 3.888888888888889 36

Forum thread for coe

insanely great and tough

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Well done, funny and intensive action, but I can’t give more than 3 stars because of the next:
The problem with this map is that the difficult lies in the amount of enemies and the rather low amount of ammo. Instead of unpredictable ambushes and clever monsters placement, the author crowded most of the rooms with waves of enemies, which can be hard to defeat if your ammo can’t be wasted at all.
I think that kind of “mindless” action or “doom-style” action with low ammo availability makes the map to be less enjoyable.

Unregistered user “Drew” posted:

Huh… This download does not work for me. I get part of the way through it, and then it stops. This has happened a few times. Also, many of the links to reviews need updating.

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Played with the patch.

I agree more or less with Yamato’s assessment above – it’s decent, but not spectacular.

Gameplay is simplistic and predictable, and it quickly becomes a chore just to move from room to room, clearing out monsters. And I really do not like the cutscene mechanic, as I find that it really breaks immersion.

Visually, it’s not nearly in the same league as some of Tronyn’s later work, but that is probably to be expected. There is a lot of z-fighting and one badly positioned lift, but I suspect this has something to do with how the original Quake engine calculated the position of movable brushes v how modern source ports do (correct me if I’m wrong).

—SPOILER warning—

I really do like the start and end maps, though (I do not mean the boss map, but rather the map that follows it).

The start map is interesting in that it includes a bit more gameplay than the usual skill selection maps (although I found the “normal” encounter harder than the “hard” encounter, and the “easy” fight a little too hard – perhaps a knight would have been a better choice than an ogre. The nightmare monster was spot-on, though).

The end map is interesting simply for being an end map, which one does not see very often. It’s very modest, but nonetheless provides a feeling of closure.

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Clearly a vast amount of effort was exuded here with all of the custom goodies and it does show…there was some fun and unique elements at work here.

Unfortunately the gameplay is horrendous to say the least. Enemies for the sake of enemies is my absolutely least favorite style of quake map and this was certainly fits the category. The red skinned death knights have a tedious amount of HP and just prolong the rather flat maps. I can respect the new style provided here but it was a miserable experience for me. Final boss was decent however.

A final note can be said about the very last playable map. Like another said, I do enjoy the sense of closure and it did achieve at insert a small amount of emotion into the pack.

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