dbf409d7cc4ee70f2ff804644d9d708bba25aacfe4fcbeed98c8cc11fa23e1bb

dbf409d7cc4ee70f2ff804644d9d708bba25aacfe4fcbeed98c8cc11fa23e1bb
overall_rating 4.546391752577319 97

Geez, another one of these 100minutes played maps.
Master level at design for sure and it’s one of the most great maps ever done for quake. It reminds me of Thief games, where secrets are everywhere, mostly last game of the Thief franchise.

It’s very complex, it was fun at first, but then with time it became to complex and tiring. It was more exploration with addition of monsters to me.

It’s marvellous at design, but I’m not so sure if it fits quake.
Maybe remade into RPG?

Still damn Great Job!

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That moment when the map starts and you simply feel amazed and astounded with the ambiance, breathing in the atmosphere, without the will nor courage to move, anticipating the experience, if you finally let it - it becomes known: this is it.

I can perfectly see how and why this map could possibly trigger some people. Yes, “The Forgotten Sepulcher” is a lot; it is also dense in content - but nobody says you have to take all or nothing from it. Just take some. Maybe you will return sometime, try a different route perhaps. If not, even a little experience of the map, should give you fair example of what the whole picture is about. No need to be obsessive. Do yourself a favor and simply let it have secrets; no need to know them all. If you feel like, go ahead, try discover them all, talk about the map, involve in communities - it would be great. If you are satisfied with just a little, then good for you; move on to another realm, find something more attune with your taste. There is plenty to search through.

In my opinion, truly an act of artistry “The Forgotten Sepulcher” is; far beyond mere craftsmanship. It does feel like surpassing ‘Quake’ not by a step, but by two - definitely too much in order to avoid possible controversy.

The environmental storytelling in “The Forgotten Sepulcher”, does tell of a mayhemed place - a place of grand battle, waged once in a distant past. Notwithstanding, the danger, is very much undead - or alive - like an unstable, slumbering structure, ready to bury alive anyone who dares disturb it. The ancient foes haunt the inert battlefield, taking captive of every soul daring to cross their paths of deathly quiet. It is a dungeon full of traps.

“The Forgotten Sepulcher”, is not only an advancement in the way of gameplay approach within the universe of ‘Quake’, but also is it a technological breakthrough, proudly making great use of the “Arcane Dimensions” base of assets and technology. I say it superficially, though, myself being not the most significant authority to give an opinion in this regard. But I can see how the modern way of the map, differs from the original game (1996) or the original-flavour gameplay formula. ‘Quake’, has come a long way and who knows what we are yet to see in the times to come - hopefully speaking.

What else to say, if not: this is the new ‘Quake’ - and I am for it.

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I just re-re-replayed this (or maybe re-re-re-replayed, or maybe more — it’s hard to keep count). It really is the most astonishing achievement, so satisfying in so many ways. Only three things could make it better.

  1. The rocket-launcher. So far as I can tell (44 of 50 secrets in my most recent playthrough) it’s simply not in the map.
  2. The promised lich-fiend putting in an appearance.
  3. Something happening when you kill all the kraken spawns after completing the map.
    But those three flaws serve only to bring it down from 100% to 99.943% perfect.

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+1 to the last comment above.

I’m giving this yet another replay (I’ve lost count too) and I can’t thank you enough for releasing the best map I’ll ever play. Although I’ve walked these rooms countless times, I always discover something new, even if it’s “merely” new paths taking me to places I know. It’s easy to miss a lot of things if you’re not thorough.

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