c8c6924d30605e6171b489b491b2674809a956d0493858cf5395e5b3baab1670

c8c6924d30605e6171b489b491b2674809a956d0493858cf5395e5b3baab1670
overall_rating 2.277777777777778 18

Forum thread for sbtf_cop16

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Unregistered user “Armitage Shanks” posted:

Sadly takes me to the end screen straight away 253 with 0 killed.
Might be due to the setup I’m using.Not sure.

Me again. Wasn’t logged in.

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Unregistered user “The Solipsist” posted:

If the map instantly quits and there is a monster count, Copper mod is most likely not loaded or it’s overwritten by another mod. Note that Copper needs to be installed independently, it is not included with the map. It’s best to place this map into either “copper/maps” (for Copper only) or “id1/maps” (for multiple folders of different Copper versions).

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I haven’t managed to finish it yet, but it’s pretty interesting. I wouldn’t mind seeing some more maps in this style, just maybe a bit more open and navigable since it was pretty easy to get turned around.

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Wow, this is a really nice Proof of Concept! The map needs mire variety and details. But the overall gameplay idea is great!

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Fabulous concept, but it fails to come together with this particular map layout.

The main issue is how difficult it is to orient yourself in the space and the randomised terminal locations can leave you wandering around for a long time looking for the last couple required. Likewise, the reactor doors can either lead straight to the exit or require a lengthy detour. As the map progresses, the number of enemies spawned starts to ramp up excessively, leading to an almost certain death by smothering after a certain point. The best strategy is to hover over the rapidly respawning cell packs in chokepoints and wait for a moment to try to break free of the mob and pray their pathfinding gets them trapped in a bottleneck. Even so, sometimes the terminals are in near-impossible positions with multiple flanking routes, spawn points directly on top of them and the dead ends can be devoid of meaningful resources, leading to a painful death. I eventually managed a win on nightmare in 4:30~ because the terminals were all easy to find, with two clustered in the same region.

A way to improve this map would be some sort of easier way to find the terminals - strong lighting to draw the eye towards them around corners or some sort of mechanical hum that hints to their presence. I’d love to see a more ambitious map using this setup, with more fully realised spaces and the connective paths between them being procedurally generated.

Regardless, I had a lot of fun with the concept. I think it would probably work a lot better in co-op and i’ll be trying that out next.

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I’ve never played Space Beast Terror Fright, so I’m rating this purely as a Quake map. The concept is very cool, but as previous commenters wrote, the layout is confusing and samey. I frequently got lost or had no idea where to go next. Apart from that, it’s interesting and reminds me of “Data Download” by ijed. It has a really tense (on nightmare) style of gameplay that I enjoy.

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