cfa6bbe3b7291f98b7041f200c8dba32c873f64efd740e39e5cd0ec55508b72f

cfa6bbe3b7291f98b7041f200c8dba32c873f64efd740e39e5cd0ec55508b72f
overall_rating 4.21780303030303 24

I was greatly enjoying this map when it crashed on me with this message:

Packet overflow!
Host_Error: SZ_GetSpace: overflow without allowoverflow set

This happens every time I get near the silver key door. I don’t have that key yet, so maybe I can still finish the map, but it’s annoying.

Apart from this, I missed the F11 zoom feature in this mod. Can we have it back next time, pretty please?

I finished the map after some more random crashes. I loved the kitchen-sink approach of the Keep mod, especially the updated version offered here, but the crashes kept me from enjoying this release as much as it deserved. Because of this and some slightly repetitive button-finding gameplay, the map gets 4/5 from me.

(As a nice bonus, the original Keep mod also includes a bunch of decent, but not memorable, maps.)

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Unregistered user “Chris Clark” posted:

I like the premise of the map, and of the Keep mod, but unfortunately it is horribly buggy. I downloaded the keep mod from the link, extracted the contents of the Egyptoagula mod into it (following the rules of the readme file), but I always crash around the silver key door.

Packet overflow! HostError: SZGetSpace

I ended up trying to change my command line settings to give the quakespasm (0.93.0) engine I was using all the heap/zone I thought it needed:

quakespasm.exe -heapsize 1024000 -zone 16384 -game keep +sv_protocol 999 +skill 3 +map egyptoagula

But then it crashed again, around the silver key door… this time with a dialog with some cryptic error.

I think I will wait until there is a full release of the keep mod on quaddicted, and a release of egyptoagula that runs alongside it (without hacking the contents of the keep folder). It’s a promising idea, but unfortunately doesn’t technically seem to work at the moment. I’ll keep my ears pricked for any news on this one though :wink: (alongside Quake: Mjölnir of course)

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Hey! Very nice map. It was unexpectedly fun. A lot of very very inventive encounters - for example that narrow corridor, tilted down, with knights (the one that leads to golden key). Secrets were pretty fun to hunt - I love brick-buttons type of secrets (because they feel like real secrets with secret buttons). Damn how could I miss that map and played only now?
*Some encounters were plain hordish and these were not fun, at least not for me. But in general all felt quite fresh
**Some things like 6 grenades mummies were a bit… controversial. But well ok, not that important

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Unregistered user “zaratzara” posted:

Keep mod is a fun idea, and I’m glad the authors put the work in to see what that ends up like. This map is fantastic but I can’t really say it makes any decent case for the Keep features — I can kind of see how the Skull Wizards & insects from Hexen 2 / Arcane Dimensions fit in with the fantasy pyramid theme, and the Centroid & Mummies from Raven & Hypnotic are a neat ‘I see what you were going for’. But everything that’s genuinely good about the map has nothing to do with Keep.

Things first feel off when the Quoth Supershotgun is replaced by the Arcane Dimensions Widowmaker. These things are functionally equivalent and it’s just dissonant to provide both. Similarly, giving the player a lava Nailgun and a standard Perforator feels redundant. I chuckle because it’s odd and incongruent… but there doesn’t really seem to be any coherent idea how or why the game would benefit from these things appearing together the way they do. So while “what if all the Quake mods were mashed together?” is an interesting question, there don’t seem to be any good answers yet.

Having said all that, the map itself is fantastic. The upside down skybox — the landscape far far below vanishing into the pale blue sky all around — is gorgeous. On paper, a bunch of ancient Egyptian structures floating in a vacuum sounds a lot like Dwell or Quoth void maps, but the feeling is completely different somehow. The puzzling, the interconnectedness, structures opening up on to structures… There’s so much going on here, it’s incredibly impressive technically and in artistic direction.

I think it would do the world a favour to disconnect all this fantastic work from the requirement of having to download and install the Keep mod, which is a barrier to entry that keeps it from a broad audience and diminishes the strengths of the map.

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Posting to add my rating.