cc8005e4aa7df6b1f1a33c60a1060cf1e0e4314f5710dbbe6f21d72dcbd6b174

cc8005e4aa7df6b1f1a33c60a1060cf1e0e4314f5710dbbe6f21d72dcbd6b174
overall_rating 4.530129335684891 84

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This map is pretty fun. There is some custom explosions and gore sounds in this which make it a bit punchier than vanilla Quake and that did make it more satisfying. As Quake enemies are spongy, and this map has a high enemy count, ammo maximum was raised accordingly although I would’ve preferred higher weapon damage. It would make dealing with hordes breezier for sure.

The Quake 3 textures make this very good looking, and thankfully the 4 guardians are very close and fast to kill after the bell is activated so the ding dong is not much of an issue. Environment are too big though. They do make the map sparse and therefore have a lot of trekking without much to do besides. If you happen to be living in 2005 or wish you were living in it, give me a call. Also definitely play this map. It is the best fragging you’ll be doing in current year.

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This really merits 5 stars, even fifteen years after its release. It may not be as pretty as some recent maps, but the gameplay is intense and the sense of place is outstanding. I never realized how much of Arcane Dimensions comes from (or was heavily inspired by) this level. Definitely a must-play.

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One of the best maps ever created for Quake. Simple as that. Perhpaps its visuals didn’t hold too well. But damn layout, gameplay ideas, environmental storytelling - everything is top tier. Author is really talented - THANKS

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I replayed this recently I find I now disagree with my earlier comment praising the horde combat. I suspect it’s because back then I was just worse at the game, so beating a huge map with a huge monster count felt like a monumental accomplishment. Now I tend to find such levels to be a grind. I usually play Quake levels on skill 2, but for stuff like this (and e.g. the typical Tronyn or necros joint) I prefer skill 1–not because Hard is too hard but just because it takes too long.

At worst you have moments where it spawns a horde directly ahead of you, trivialized by backpedaling and spamming grenades. When that “horde” consists of death knights it can get a bit tedious. The final fight, which spills out over the terrain surround the fortress, is more interesting by design, but I can’t help but feel that this kind of scenario works better in Doom. It’s not just that Doom is faster; the game has other subtleties that I think are lost in Quake, like the somewhat arcane BFG mechanics which make it tricky to use optimally against crowds, making it more interesting than just another “big fucking gun.” I often think Doom may just be a more balanced game in general, but in any case Quake lends itself very well to “intimate” combat scenarios (for lack of a better term) and less so to more crowded ones. That’s a not a hard rule and there’s a lot of grey area that’s worth exploring, but at the end of the day I find the encounter design here and in many places elsewhere to be quite dated.

Still a classic of Quake, ymmv etc.

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A bit more fun version of Bastion of the Underworld.

Playthrough:

Really great map with great custom enemies and plenty of surprises. only bad part is that I ran out of ammo at the very end which forced me to use an ammo cheat to finish the level, but that’s probably my own skill issue.