e1c99cc7a159757373269a625619f2e49227f22cacd35c7be0d2d9d554a4091e

e1c99cc7a159757373269a625619f2e49227f22cacd35c7be0d2d9d554a4091e
overall_rating 4.633691351045789 61

It says Quoth both in the tags and the dependencies (and the readme). I don’t think a note in the description is needed. Maybe I should move the dependency display below the description though, like the Quake Injector does.

That was my initial reaction too – but on the other hand, there’s no harm in adding it to the description, right? Squad 768 notes the Quoth requirement in the map description; in fact, I just copied & pasted it from there.

After several false starts, I have finally played through this map. Although it is obviously well-made, I was initially put off by the very busy aesthetics (which is why I started playing it on so many occasions only to quit soon thereafter and choose a different map).

It turned out to be a fun experience. I particularly like the way finding the absurdly large number of secrets becomes a meta-game of its own, and I also really appreciate the teleporters back to “The Start” and “The Tower” – I enjoy it when Quake maps display that kind of “Welcome to Quake”-like self-awareness.

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Very cool map with great architectural detail. I really enjoyed how we pass through different sections of the same areas (always loved that kind of stuff). The relative excess of teleporters can make it a bit confusing at times though, but nothing too detracting. My only true complaint is that I wish it wasn’t Quoth-dependent: I’m not especially fond of Quoth’s new monsters/alternative versions and especially I WISH I COULD PLAY IT IN THE EPSILON BUILD with the fancy hi-res textures and FX.

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Unregistered user “…” posted:

bfg666

you can find Red 777 in HD here:
http://quakeone.com/forums/quake-mod-releases/works-progress/11588-hd-textures-sp-maps.html

HD Quoth stuff here:
http://quakeone.com/forums/quake-mod-releases/finished-works/10718-some-hd-stuff-use-quoth.html

don’t forget Talisa´s list:
http://quakeone.com/forums/quake-help/general-help/10727-definitive-hd-replacement-content-list.html

and QRP Textures:
http://qrp.quakeone.com/downloads/

Awesome! Thanks for the links, I’ll check them ASAP. Still wish I could get rid of Quoth, though: I’ve only installed it to play its dependent maps/episodes but like I said, I’m not a fan of its new monsters.

On an unrelated note, I’ve been unsuccessfully googling a red777 secrets walkthrough because I’ve only managed to find half of them (the pentagram was pretty wicked, Ziggurat Vertigo style!) and I’m not much of a puzzle guy. Does anyone happen to know where I can find one?

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This map deserves an award.

Played this for the second time (first time was in 2013). It’s a visual feast with a very mysterious, eldritch feel and the 6/14 secrets I found were nice. Missed the silver key. Wasn’t as much of a fan of the layout–I thought it relied too much on teleports for progression, and throwing them in for shortcuts had me turned around for a bit at one point. Two multi-button hunts in a row felt a bit artificial as well. Monster placement (on skill 2) was pretty straightfoward, few surprises until the three gugs at the end which I clean forgot about–only time I had to reload saves (twice). Like all Kell maps this is definitely a mustplay for those deep into Quake but I’d rank his later maps higher, especially Gloomier Keep.

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This level has a great layout, supplemented by a good level of detail that really brings it to life. Combat is almost always close and intense, which is great, and the high-damage nature of such encounters means that I was often limping along at very low health for large segments.
The map is very well balanced in that regard; it knows how difficult the fights can be, so health and ammo are plentiful, if a bit poorly spread out; I found myself struggling to use my supplies at times, as it would require backtracking to reach some of the earlier health and ammo that I rarely found a need for at the time. I think I must have left at least half a dozen boxes of nails behind by the end of the map, but I finished with none in my actual inventory.

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