bcb832a35726a7483506611bbf639e79abafaa59cafee9f9e26cdbe99b049451

bcb832a35726a7483506611bbf639e79abafaa59cafee9f9e26cdbe99b049451
overall_rating 4.140456182472989 51

@BFG you have to ax or shoot the metallic square in the middle of the courtyard. Once you hit it, it will start rising up from the ground. At that point, you can either stay on the square and let it lift you up to the courtyard walls, or you can jump off and drop in the hole in the ground where the square used to be.

This is a fantastic map. It’s not perfect–there are a few places where the gameplay drags–but it’s very ambitious, and it has the same foreboding atmosphere as the original game without being a retread. The final fight is extremely tough on nightmare.

Thanks JMP. I wasn’t sure if it was a lift because it’s the same texture as the floor and nothing happened when I walked over it. Lifts are usually not activated by axing them and it seems counter-intuitive to me.

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Wow! I just finished it and it’s amazing for a 1997 map! I love its often surreal architecture. Special mention to that nonsensical room with the metallic panels - supposedly the one that Cocerello didn’t like…

Perception is a funny thing: I read complaints about some cramped sections but I didn’t really feel it when playing the map. On the contrary, what sticks in my mind are the huge proportions of many rooms, like the distinctive vore arena or Chthon’s lair. The dark room is another highlight (pun intended) that makes for a pretty hectic fight, very impressive in Darkplaces with dynamic lighting enabled.

Combat is tough but manageable, thanks to the many covers and sufficient, well placed supplies. Secrets are mostly good except for a couple: one is a tiny ledge with… nothing? Only a trap, thank you very much! The other is the quad secret that I never could have found without noclipping because of the shootable part of the wall looking exactly identical to the rest of it and the lack of any other kind of hint. Note that the megahealth is still accessible after the magic barrier disappears with a well-timed grenade jump from the top of the stairs.

One disappointment: you don’t really fight Shubby and you don’t even see her get impaled by that gigantic nail.

SPOILER WARNING for the comment above mine and for mine:

bfg666, in response to your last sentence – sure you do. It might be something that doesn’t work in DarkPlaces, though.

Not saying you should switch to a different engine, nor that DarkPlaces is bad, but keep in mind that you’re bound to run into these sorts of issues if you’re going to use it for Q1SP. A few years ago it was the only engine I could get to run smoothly on my system (updated releases of QuakeSpasm have since changed that) and I recall similar things happening time and time again: end cut-scenes not displaying properly, items falling out of maps, certain mechanics not working at all or not working properly, etc.

Yeah, sorry about the lack of spoiler alert. I usually do so but this time I forgot.

I suppose you may be right about DP. [SPOILER] When the gigantic nail starts to drop down, I hear a teleporting sound and the view switches right to an indistinct end screen. [END SPOILER] I enjoyed this map enough to replay it eventually, so next time I’ll try it in QS. I hate when I have to do that though, because I prefer DP’s superior lighting capabilities and support for normal/bump mapping. When QS will support RTlights and normals, I’ll see about making it my default engine. A lot of DP-specific issues can be resolved with a handful of cvars but sometimes, mostly in older maps, some issues still occur.

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I’ve never really understood the widespread enthusiasm for this map. Too much of it is frustrating and ugly: the first underground area with all the angled walls, the numerous spawn ambushes, the pitch-dark fight under the shub. That said, the final execution was very satisfying.

the first underground area with all the angled walls

is one of the visual highlights of this map for me. It’s so surreal!

I like that underground area too. The comabt is so-so, but visually it’s really cool.

I can’t speak for others, but I like Myworld because it has the same atmosphere as the original game, but the specifics are completely different. It repurposes many of the design elements from the id maps and introduces a few new ones, while executing everything on a grander scale. It’s basically an “id plus” map, and since I play Quake mostly for nostalgia, that makes it ideal for me.

Well, I am going to classify this as my “Bob Dylan” map. Everyone else thinks it’s great, but even after repeated attempts, I just can’t see it :slight_smile:

Ha! I’ve never gotten Dylan’s appeal either, so that’s one thing we can agree on.

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Seeing this floating all over the recently review list and here I am.

Going to have to agree with the Dylan effect here…nothing special.