b34226b81be95bffaae3c219988ca209c76e23d1d070d559b32985ad60cda4c9

b34226b81be95bffaae3c219988ca209c76e23d1d070d559b32985ad60cda4c9
overall_rating 4.185185185185185 27

Unregistered user “Dymitry” posted:

It can be done with a grenade jump (and you will get a “you’re not supposed to be here” message). To do so, one has to be positioned across from the corner just to the right of the rear window (where the slope comes closest to the tower). There is a spot at a height around halway up the window where two slopes from the left and right come together and then drop down more steeply. Place a grenade right behind where the slopes converge.

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Really great map.

After the collapsed bridge in the beggining there are two paths to choose. If you don’t come back and explore the other one, you’ll lose a great deal. Maybe put some key locked doors to push players into going into both ways?

I don’t like teletransporting enemies just to fill up the map. If it’s a trap, expecially after you get a valuable item, it’s ok. But otherwise, it feels cheap. And I don’t know if it was intended, but sometimes they appear with no warning sound and right in your face.

Like everyone above, felt bad for not having a way to pick up the RL at the start. But, after completing the level, I think having a RL will spoil all the fun, since most hords are easy manageable with a grenade launcher, a RL would be OP.

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I didn’t enjoy myself that much, and the map isn’t nice to look at. I was surprised as well to be rewarded when discovering a few secrets that were so obvious they didn’t seem like secrets at all (only one of them was dangerous to pick up). I agree with brunomiwa on teletransporting peculiarities.

On the plus side, the map is quite brutal at times, at least on skill 3, and can be challenging in places. I don’t know why everyone seems to like it so much, it’s probably not my kind of thing.

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Fun map with interesting architecture.
But it’s one of those maps that put unfair trap location, locks you with spider mothers in tiny rooms without any means to avoid projectiles and throw lots of custom enemies with anti-strafing attack patterns without giving you any extra ammo.

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This deserve 5 stars!

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Tell me how to make it possible to connect HD textures to sprites in a standard game? I understand that this is written in the source file “*.qc” and compiled into “progs.dat”. And in what file? It’s just that in a normal game, for example on the “QSS” engine, HD textures are connected to everything except sprites, or if you use the “Dark Places” engine.

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