d9da205924368c5c0ce2876f2f0d5a6406f3e8767e2e284e0bc86f83055299c6

d9da205924368c5c0ce2876f2f0d5a6406f3e8767e2e284e0bc86f83055299c6
overall_rating 4.78125 96

Forum thread for pun

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I’m an author on this one!

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I’m glad I’m not in the habit of ranking things, because doing so for all the Copper episodes coming out nowadays would be really hard.

This one in particular is great for so many reasons. There are tons of really creative encounter setups and map layouts, polished and atmospheric visuals reminiscent of Underdark Overbright (I feel like the comparisons will be inescapable, but it is a good thing to be compared to), a complete custom soundtrack(!) which sounds unlike any music I’ve heard in Quake before but nonetheless fits the atmosphere well, really impressive scripting that makes the most of Copper’s features, and all done consistently over 5 decently-sized maps.

I quite enjoyed many of the secrets too, but I did find almost all of them without too much searching. Not sure if that’s because they’re too easy or if I’m somehow psychicly linked with Juzley when it comes to secrets. Only other things I can find to criticise here are minor visual nitpicks.

Unregistered user “JP” posted:

God, this was a great experience. Julian has a brilliant sense of pacing, flow, and escalating challenge.

The texture work and architecture is beautiful, but always in service to the gameplay. Secrets were a little on the easy side, which I like, because it made me feel smart.

Alot of people have compared this as a companion piece to Underdark, Overbright - its a modern classic in the same way, and because it’s mostly the work of one person, there’s a consistency throughout that makes the whole experience go down real smooth.

Finally, aside from the start map, Julian has done his own music for these levels. They totally slap - brooding like the original quake soundtrack, but with some more synthesizer noodling to give it its own character.

One of the few 10/10 quake experiences for me - alongside UDOB and AD.

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Unregistered user “I Like Quake” posted:

These maps rock!

I noticed they got the Nail Gun fixed (the nails are not ejected from the sides anymore). Does anybody know the .pak files that correspond to this change so I can put them in the original ID1 folder and have the fixed version all around?

That nailgun change is from Copper. Copper should be compatible with all id1 maps.

Unregistered user “I Like Quake” posted:

Yeah, but I wanted to put them in the original ID1 folder so that the fixed version would appear in every other game folder I have, not just the COPPER one.

I’d also like to replace the modified Super Nail Guns from COPPER and AD with the original ID one, which shoots one precise stream of nails.

You’d have to make your own mod if you want to mix and match features from existing mods.

Unregistered user “I Like Quake” posted:

One great thing about Quake that I appreciate is that it’s highly modular. Many times it suffices to just swap a few files here and there and get the desired effect. It’s just that sometimes it’s difficult for a non-developer to figure them out.

That being said, I’m very grateful for all the content this wonderful community releases and shares.