afdd6d54821214c3cf7e8178793c21c3c37afe19c349f3dab9f1f7347e6a1449

afdd6d54821214c3cf7e8178793c21c3c37afe19c349f3dab9f1f7347e6a1449
overall_rating 4.393939393939394 34

In HCM’s map, what “heavy explosives” are needed? I assumed it referred to rockets, but they don’t have any effect.

Well, I found the backpack containing “heavy explosives” but I have no idea how to deploy them. This isn’t an upgrade to my RL, and it doesn’t seem to be a new weapon (as stepping through with the next-weapon key takes me straight from the LG to the axe). So how do I use these explosives?

(There is much to love about this map, but I really really wish Mazu had documented this stuff in the accompanying text file.)

Just re-upping this question ----^

Can anyone help me understand how to deploy “heavy explosives” in Mazu’s (HCM) map?

Humiliatingly, I now realise that the answer is:

Just walk up to the site where the explosives are needed.

What. What a dummy I am.

Well, I finally made it to the end of Forbidden Brutal Religion (qbj_hcm), with 1162 of the frankly absurd 1193 kills. In fact, “frankly absurd” is the best overall description of this map. It’s a work of genius, no doubt, yet also … huh, what can I say?

The sheer mindbending scale of it all it great, but the extreme difficulty of certain sections spoils it from being in the very top rank for me. Twice I had to cheat in order to progress: at the very beginning, where the joint effects of the poison, the numerous enemies and the sparse ammo made it impossible for me to get started; and in the part where you drop into a pit and get assaulted from all sides.

Part of me wants to go back and try those parts again, see if I can achieve a totally legit playthrough. But at the time, I just didn’t enjoy those parts.

The map also suffers from a lack of signposting regarding “heavy explosives”. It should be made explicit that this doesn’t mean grenades or rockets, but something else. And it should have been made clear that you use these explosives by walking up to one of a small number of pre-designated explosion points.

But I don’t want to just quibble about what wasn’t perfect, because the whole thing was just so satisfying. Whatever else Forbidden Brutal Religion is, it’s astonishing.

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I made it through the extreme horde-combat map Rampage (qbj_colossus) with an infuriating 780 or 781 kills. Except that I’ve not been able to exit: I’m told that the train is now active and I can hop on board, but I can’t see where to go to make that happen.

But never mind. This is a map that is exactly what it intends to be and does exactly what it sets out to do. It consists of four quite separate areas: 1, the big outdoor space with the multi-storey car park; 2, the indoor hall with access to the elevator; 3, the gigantic Shub fight on top of the tallest building; and 4, the relatively sedate coda down in the subway station. Each of the first three can only be won by constantly moving, using infighting to thin the vast crowds, and finding tricks to stay alive. Very satisfying, although since the first stage is the most interesting, the map is maybe a little anticlimactic.

I made one more attempt to get on the train, and found that walking back and forth over the lava-coloured EXIT sign and ground level eventually triggers the closing animation.

After two highly extreme maps, it was quite a relief to get to Flatzone Maximus (qbj_stixc), short and relatively underpopulated map that I was able to cruise through with minimal difficulty, only once losing any health at all. It’s not a masterpiece, but it’s competently constructed and constitutes a promising debut. More, please.

The edge of the empire (qbj_mrtaufner) is an oddity, a map of several quite distinct sections. First comes a courtyard with two side-quests which must both be completed (in either order) to open the door to the next main area. That leads to symmetrical area that both arrive at the same multi-level final area, where several waves of combat meet you. None of it feels unfair — if anything, it may be a bit too easy — and it was a pleasant way to pass half an hour.

The Pits of Insanity (qbj_grue) is a really strange one to end on (if indeed this is the end: I will hunt once more through the start map, in case I missed any). At first I thought it was awful: bland, repetitive, empty. But as I persisted with it, I got more and more drawn into the twisted vision that lies behind it all, so that when I finally finished the (not very difficult) Static Demon section at the end, I was left with a sense of a unique experience. C’est magnifique, mais ce n’est pas le Quake.

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I verified that I have played all 35 maps — almost all to completion, though a couple of them defeated me for various reasons. Of course I am awarding five stars: it would be ludicrous to do anything else. But at the same time I admit that it’s with some sense of relief that I come to the end of this epic journey, and I can move on to playing some standalone maps!

Mike, thanks a lot for this useful review of Colossus’ map (especially the last bit concerning the exit sign). It does indeed put the “brutal” in “brutalist”, and made me go back to a map pack I had little desire to play – this simply isn’t my kind of texture or environment. The Quck influence is tangible, although this map, while undoubtedly hard, is a more reasonable effort.

I was eager to play Mazu’s map, but also gave up on it after a few tries while playing the initial segment. Frustration from the get-to reminds me of Arcanum’s first map, where you must defend yourself against a horde of zombies with a mere axe. Although I usually refrain from doing so, I might also cheat my way through this bit. Better than missing out on a probably great map.

Anyone able to beat Organ Foundry on Nightmare. The other difficulties are easy due to the respawning pentagrams, but Nightmare difficulty has no pentagram. :\ Anyone have tips or tricks for the rottweiler horde at the end?

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Unregistered user “NightFright” posted:

Looks as if there are at least two maps which get you stuck if played on Easy (skill 0):

  1. Cured Core: In the final area, the switch which requires you to beat several enemy waves in a pit gets stuck after the third wave or so.

  2. Edge of the Empire: Penthouse door won’t unlock after killing all enemies in the room.

Besides those two showstoppers, it’s an excellent map pack with a lot of really good entries.

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Amazing works of art. Rich, complex & very atmospheric level designs on display here. Some of the maps I wasn’t crazy about. But most of them were a joy to experience. Overall, this pack delivers in spades. Highly recommended.