e020114cc0d7b089f68695fd5f2be9cd26207e4d68699ceafa9639a422bc5f31

e020114cc0d7b089f68695fd5f2be9cd26207e4d68699ceafa9639a422bc5f31
overall_rating 3.631578947368421 19

Forum thread for sleepgate

Enter Sleep on The Quake Grave

A very impressive map for someones first Quake release! It’s a cool base map with a lot of different things going on, almost wish it was an episode that dove deeper into SgtStabs idea of a Nightmarish slipgate!

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This sci-fi facility setting show some interesting ideas, which don’t hold much in Quake -standards. Highlights are outside areas, where realistic brush- and texture work shines, ( I am loving those blinds), but work loses in other places. Some texture and brush placements look ugly and too complex, especially in wall electronics. When using shrinked and expanded textures in the same place, it makes an ugly and confusing contrast between them. Geometry is “fine-grained”, and makes moving and progressing too strict for fast-paced Quake.
The player doesn’t have enough ammo to the last battle and seems that only way to win is telefrag, what is an interesting idea, but the execution is boring.

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Unregistered user “Repus” posted:

What a triumph of simplicity, plain architecture and ugly textures!

Some new models reminded me some 8-bit Sinclair ZX-Spectrum games I played back in the early 90’s. With the important difference that there were some 2D games in fact much more interesting than this 3D level! The new sounds are as rough as metal scratching on rusty metal.

What a boring, straight forward, tasteless and deeply disappointing level! Don’t play it, even if you’re a big fan of base levels.

Repus, this map doesnt contain any new sounds or .mdls, did you perhaps mean to leave a review for something else?

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This is very good for a first map. I like the texturing, and the it feels like a realistic military base–well, as realistic as a computer game can get. The map has a definite sense of place.

On the other hand, I found the progression to be unclear sometimes, and likewise the architecture is cramped/sticky in some places. My impression is that “SgtStabStabs” spent a lot of time crafting a realistic atmosphere, occasionally to the gameplay’s detriment.

Defintely worth playing, and I hope the author keeps mapping.

Unregistered user “Vasya shkolnik” posted:

End of the map is very hard without secrets, I even cant use cells. And secrets are really strange, I taped all the walls in front of the last room with an ax, but I did not find anything. With noclip I saw, that pulse gun can be opened by shooting very small button. This is too vicious in relation to the player. But visual style of tech level is good.

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I enjoyed the first half to two thirds of this enormously, and it must surely rank among the very best base maps by a first-timer. But the last part fell away slightly, and I found the ending rather anti-climactic. I wasn’t expecting the level to suddenly end as soon as I walked onto the couch thing in the cage. Still, I finished with all 101 kills – which is always satisfying. My usual meagre haul of only 2 secrets (of 7) meant that I never got to use all my cells – having that weapon would certainly have made the final round of combats easier!

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This is a pretty neat Quoth Base map & a darn impressive one for a first release. Colored lighting was nicely done and I enjoyed the funky brushwork trucks. I wasn’t a big fan of a flamethrower dude ambushing me at the end of an elevator ride, but I knew what to expect the 2nd time around! Being able to employ a telefragging strategy at the end was interesting – I don’t think I’ve ever seen that done before. Only found 2 secrets, so they must be extremely well hidden. Nice one!

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