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This was a lot of fun. Different maps with different play styles. #1 felt like classic Quake very much. #2 felt like DooM. #3 felt more like a ‘modern’ Quake maps. Loved the architecture, particularly with #3 <3 Has custom progs including a custom ‘pistol’ style SG. Fires faster than a regular pistol. Also seemed like the progs had been altered to remove infighting. Next release should be interesting
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Got some special flavor here. The revamped “workhorse weapons” probably do most of the lifting when it comes to makes this feel fresh/unique, but it’s also got a lovely soundtrack (based on NIN Ghosts I-IV), a nice variety of weird-but-Quake-y aesthetics in its 3 maps, fun progression through interesting areas, and a couple of new monsters… all of which fit together nicely.
Very much worth a play unless you are a super-traditionalist, and I hope we see more.
P.S. on skill 2, the last map is ammo-tight even if you find some secrets, so be frugal. I guess the readme also says this but most of us don’t read the readme that closely.
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Unregistered user “Sardine” posted:
The first map -The Undercity - has a layout very similar to a different map I’d played, but that didn’t present me a problem, as I was getting disoriented even in that previously-played map. I love the footsteps/echo (shades of Half-Life), and that the pistol can take down an ogre with just a few shots. As others have commented, “great visuals”!
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Great experience through its atmosphere and gameplay, the layout is really efficient and the final map is the highlight of this package, I hope to see more by the author
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Very creative and cool!
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Incredible work. Despite the ambitious novelty of the mod, this episode is a brilliant showcase of minimalist judgment tempering masterfully inspired craft work.
Each chapter has its own feel that draws expertly on different design traditions.
The new arsenal and reprogrammed enemies (a much higher DPS) feels like a kind of heightened precision redolent of post-Quake man-shooters which shouldn’t fit in Quake — but the holistic design, the minimal set, and the consistency across very different environments make it work fantastically. This new minimal weapon set is a brilliant achievement in its own right and the new combat dynamic deserves to be explored further by the community. Credit to a Markie for getting the ball rolling on this with his experimental ‘pistol start’ work with tangibly suggested these kinds of possibilities.
Amidst the stand out achievements, these subtle flourishes really impressed me:
- Brilliant fine detail geometry while retaining classic textures and not getting lost in general brushwork noise. The design was never distracting or overly baroque, the geometry never snagged or caused navigational ambiguity. This is masterful stuff. In combination with the new weapon and enemy dynamics, architecture that doesn’t look in the least sensational or confusing produced new combat tactics.
- World-class minimalist finesse in lighting, fog and palette. The Black Lodge especially (RIP Angelo Badalementi) had some of the best strong ambient darkness I’ve seen in Quake mapping — passages that were banal by any other metric gained immense character from this.
- Secrets that are more than closets and less than Easter eggs. Particularly in the Citadel, they embellished the sense of the place without ever feeling like indulgent distraction.
- I adore the flickering geometry of the teleports. Enthralling objects.
imi74, you’re a genius. I can’t wait to see what more you have to show and what others can learn from you.
One minor bug: mini-fiends gib into regular fiends, which looks disconcerting.
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