cd37e3abf9d5b97ae1f217f389a5a85e704e2c526e10d706cdeceb94d822b6c9

cd37e3abf9d5b97ae1f217f389a5a85e704e2c526e10d706cdeceb94d822b6c9
overall_rating 3.0 15

Forum thread for virtus

Unregistered user “Cocerello” posted:

From what i see on the maps, this editor is better than what i expected, but its still a tool for poor to average maps probably, since you can only do a fixed number of things.

About the maps, most of the times you don’t know where to go next, the architecture is poor on most parts, and the gameplay is average. But i enjoyed a lot the boss, i want to see it more; maybe with some flying underlings …

Unregistered user “erc” posted:

It is good to see this one uploaded here. Probably best of the unofficial retail stuff (not counting the total conversions).

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Average mission pack which is mostly worth playing because of its boss level. However, still a lot better than other commercial packs released around that time, e.g. “Aftershock”. While architecture and texturing is quite incoherent in many places, it’s still quite sophisticated as a demo for an editor - and fully playable. [Technical note: ve2m3 exit leads to “VSTART” instead of “vstart” which can prevent you from returning to the hub in ports like FitzQuake Mk V. You can edit the ve2m3 entity file with editors like qentity to fix the map name.]

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Pros:

  • A complete Quake experience (multiple episodes, runes, start map that leads to boss map after all runes collected)
  • A unique and pretty well executed boss
  • Combat is challenging and fun for the most part
  • Maps are quite unique for the time and create fairly believable base and urban environments complete with machinery and furniture
  • A lot of maps to play

Cons:

  • Despite having a lot of machinery/furniture etc, the maps are rather crude in looks
  • Navigating the maps is rather awkward at times with the player getting stuck in opening elevator hatches, wind tunnels etc
  • It’s quite easy to get lost in some maps without knowing where to go next due to confusing layout or poor texturing for doors etc
  • Episode 2 is too short and doesn’t feature all the weapons (to my knowledge)

Conclusion:

Even if I did occasionally get lost for some time, it didn’t get that frustrating to detract from the overall experience too much. If I were to rate the package simply by the sum of its parts, I’d rate it 3/5 tops, but as a complete experience I feel like rating it around 3,5/5 which rounds up to 4/5.

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Excluding the final map, this episode is competently built but monotonous. The map layouts are generally confusing as well. Stylistically, the episode is reminiscent of Doom 2’s city maps: it’s primarily real-world environments with some fantasy elements thrown in.

The final map is much better than what precedes it: the layout is pretty cool, and the final boss is interesting (I don’t want to give it away by saying too much). This may be worth playing for the end fight alone.

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