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Unregistered user “inf78” posted:
I finally had time to play through this.
Well, I hate these conflicting states, but there is just that.
On one hand, this was great, on the other, it was rather annoying for me.
Those who already played this know what this is about and will likely not agree with me, but anyway.
Technically, great episode. I really have nothing against the level design, I mostly really liked it and others already commented in detail on this.
And I agree in general regarding this area.
Especially the fact, that while it’s certainly much more detailed than original Quake, it also doesn’t try to be something too different in style, yet it manages to be different enough to still be quite familiar. This is especially true for the start map, which I will mention later.
What I don’t really like about the whole episode is the general flow. That is not like Quake, it has those necessary interruptions, sometimes longer ones. What makes this worse are actually secrets. In the ‘intermission’ time, one spots a secret area. Not only he tries to catch the progress line, now he also gets busy with that secret. Some of which were frankly annoying to get to, or to spot, as those dark buttons mentioned by one of the players.
The worst part for me though was the final level. Chthon. Alright. Well, Chthon is dead as disco, why bother still reviving him? ![]()
But if he’s already here though, why design the killing-him-formula the way it was designed?
Those portals and rockets were progressively massaging my nerves. But wait, there is a nice secret with pentagram. But fsck no! Disco boy’s ball got me into the lava anyway! Aaaand so…F10 it was.
So I would say, go and play it and decide for yourself, because it’s a lot of effort and can be for you.
But here is the best part of UDOB and that’s the start map.
Some already wrote about it and yeah, it’s for me the best map in this mod. It’s so great, that while I’m not a big fan of the rest, this one is simply a new classic that deserves to be released separately with proper SP monsters etc.
Thinking about it, this map sort of belongs to DOPA as it’s first base level ![]()
Unregistered user “Rez” posted:
A fantastic map set, but I still don’t think I’m sold on Copper. For every good change it makes there are several questionable ones.
The levels are atmospheric and fun, I especially loved the puzzles to grab the gold keys in “Pit of the Living Dead” (and the way you can crush the Vores at the start). The starting map being an overgrown and decaying version of Quake’s first level was amazing, and it reminded me of Portal 2’s intro section.
I was pleased to find the secret level, and it had a really neat Halloween atmosphere to it. The map was just fun in general and I loved it.
I didn’t really like “A Saint Nobody Has Heard Of”, because there doesn’t appear to be enough ammo to deal with the insane number of enemies when you pick up the keys on hard (I could have been playing it wrong somehow I suppose). “A Drowning” was also a little obnoxious, since the timing needed to survive the drowning sections are a little too tight in places and it resulted in a couple of cheap deaths.
I also had techincal issues with the final two maps due to my crappy machine. Basically, the skybox surrounding the player might be atmospheric but my computer hated it and the levels were unplayable due to the single digit framerate. Fortunately, there is a fix if you also encounter this - use the console command r_fastsky 1 and the animation slowing everything to a crawl is turned off, allowing you to enjoy the final levels properly!
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Fantastic. Definitely one of the best episodes ever made for Quake!
Great episode, especially to get aquainted with Copper features ![]()