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very good work!
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I really enjoyed this episode pack. It’s easily a 5-star experience for me on skill 2 using QSS 0.93.2. I’m back playing SP Quake after a multi-year hiatus. Out of curiosity, I had to see what had become of my beloved Quake and if people were still writing code and building new levels, and I haven’t been disappointed! I’ve recently finished Arcane Dimensions and all the external maps I could find, and now I’m working my way through the goodness that is Copper and I just can not get over the quality of gameplay and the ingenious level design, as well as the fantastic mods and the newest engines to take advantage of them! Anyway, I had extreme fun with the 5 maps of the aptly named, ‘The Punishment Due’, especially the tough combat of ‘Let Them Eat Quake’, the diabolically fun ending of ‘Tour De Vores’, and the punishing ‘Orgre and Out’. I just want to say a big THANKS to everyone who has anything whatever to do with creating this quality content and with making it available!
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Collecting my thoughts from func_msgboard:
Composing your own music is an unfair superpower for SP maps. Really enjoying the effect. Some of the synth-y stuff has the Doom feel of the map sort of snickering at you in a “just you wait” fashion.
BTW what tune are you quoting in track96 (pun3)? Probably something obvious but I’m blanking on it.
I’ve just played up through pun3 so far, skill 2. Some really brutal but fun combat surprises! (That sequence of biosuits and buttons… hah.)
Also in general I can tell this is a Juzley joint. The crisp structures with big pieces that open up to make swiss-cheese paths; high-visibility but still with interesting lighting. IMO your best builds yet.
pun3 sure feels like it puts some miles under your ranger-boots. I’ve got to take a breather. (In a good way.)
pun4 was a trip. I can see how some folks could think it dragged… I think for me though it landed in a pretty good zone, continually revealing new interesting areas/connections that fit into my mental model of the place. That’s always a cool feeling!
One bit of the design that was crucial IMO was the button-count indicators placed over the four paths. Those really went a long way toward reducing the where-to-go-next anxiety, and I think for a big map it’s VERY nice to be able to “cross off the list” some subsection of the map.
It wouldn’t surprise me if some players didn’t notice those indicators though! Which would be unfortunate.
…and that’s pun5 done. Yep pretty tough. Fight-bites were of the right size that it was fun to quick-reload a few times to try various stuff until it worked.
The last room was maybe the least interesting? which was too bad but hey… still batting a high percentage here.
Quick bug report (I think): I wasn’t able to pick up the green armor that was on one of those up-and-down moving grates. Playing with QSS.
Anyway, a stellar release. Got to bug more folks to try it out!
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My favorite map pack so far. Maps just get better and better until the end.
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Excellent map design. Sadly the last map is way too unbalanced in hard skill. It doesn’t play nice with the other maps at all and it feel out of place.
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