ddf8106ef7dabf30c9b2fe396742bcc40fecaef4afb20f2439e7f2637566bfaa

ddf8106ef7dabf30c9b2fe396742bcc40fecaef4afb20f2439e7f2637566bfaa
overall_rating 2.4375 16

Forum thread for finally

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In the end, I got bored and gave myself 99 shells. From there, completing the level was easy and not particularly satisfying.

This is a shame, because there is some nice design in this level, and enough ideas to suggest that the author is capable of much better. All the problems come down to gameplay balance. I hope Nadzia (or is it Narnar?) goes on the greater things: the potential is certainly there.

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Unregistered user “Dymitry” posted:

Simple 1997 style level with three different vertical sections and very little ammunition. It is possible to kill everything if one uses heavy infighting, finds both secrets, and times the quad damage perfectly, but just barely.

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You can save on ammo just by skipping the monsters. I completed the map with only half the monster count and plenty of ammo left, and without even discovering the two secrets.

That in itself is a design oversight though.

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An interesting map with no real apparent theme other than Quake goodness. Way too little ammo however.

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No apparent theme? It’s pretty much apparent that it’s medieval/wizard! I quite liked that one. Sure, there’s a shortage of supplies, but that forces you to strategize without the map ever being unfair, thanks to the huge volume of the rooms. Makes for a different flavor of experience than vanilla Quake. I 100%ed the map on skill 2 and exited with about 10 shells, 100 nails and 1 rocket left. Not bad for “not enough ammo”…

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Oh, I stumbled on this in the Injector but it doesn’t have a description.