ba1865cb8401ff0bfbec2933ec981dfc3c3090747b6d03a1daabb368afddd98c

ba1865cb8401ff0bfbec2933ec981dfc3c3090747b6d03a1daabb368afddd98c
overall_rating 4.507575757575758 66

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Just played this again, for I guess the fourth or fifth time. I just keeps on giving. So much fun.

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Looks good, but isn’t that fun to play.

Playthrough:

Thought I’d give this one a cheeky reappraisal. I loved it when it came out and wasn’t sure if the gameplay would hold up now after looking at some of the comments, but it mostly did, I found it well balanced and varied. The fiend trap was a highlight, as was the quad battle.

The Yakman/Shuffler/Minotaur is my favourite Quake monster ever, I care not that he’s actually a Hexen 2 monster. His debut here was every bit as pants-shittingly effective as it was back then

I also didn’t mind the Q2 enforcers, sure they were stylistically a bit out of place but it’s pretty common to see grunts & enforcers in gothic/medieval maps nowadays. They were kept apart from the more elder monsters and that felt enough

The only thing I think I’d change is the size of the end arena, it was just a little too big for the hordes to be challenging/fun

Feels like a power-trippy kind of map, where you're given more than enough ammo and firepower to plough through hordes of enemies. Not particularly challenging until the final arena, but it's fun to play a map like that once in a while.

Architecture, brush work, etc. are excellent. The reveal of the minotaur enemy is really well done, highlighting how great the lighting is.

4.5/5 (rounded up to a 5).