e1f7b48e210e56c793105497439c88dc2ada1bd2bbb8be5947ec2f99f0965797

e1f7b48e210e56c793105497439c88dc2ada1bd2bbb8be5947ec2f99f0965797
overall_rating 4.263700181159421 96

Unregistered user “jesus” posted:

In these instructions…

Unzip into a directory beneath the Quake directory. (Ex: c:\quake\zer)

Start by typing: quake -winmem 12 -game zer

** The ‘-winmem 12’ is needed to force some versions of Quake to
** allocate enough memory for the massive levels in Zerstˆrer.
** You can substitute bigger numbers for the ‘12’ if you have
** lots of RAM.

WHAT DOES START BY TYPING MEAN??? TYPE IT WHERE>>???

That was written for ancient computers. Are you sure you do not want to use the Quake Injector?

See https://www.quaddicted.com/help/command_line

What you need to put in there depends on your engine. Nowadays just “-game zer” should be enough.

Clickable: How to specify commandline parameters

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I ended up playing this rather by accident actually: I downloaded the Zerstörer mapjam and started at the start map, only to realize it was the start of Zerstörer itself. A happy accident indeed, as this has become one of my all-time favorite releases.

First of all, I love the very dark, death-metal aesthetic of a lot of these maps, the whole Zerstörer theme, which is used to great effect in the mapjam (and seems to have been influenced by Doom, and possibly influenced the visual styles Tronyn and necros in turn, two of the best mappers in Quake). Furthermore, the proper levels all have a truly immersive sense of progression, giving them a “sense of place” that imo many of the hyper-detailed map of recent years don’t match. This is more than enough to make up for the fact that, as Icantthinkofanickname pointed out, the progression between maps is a bit disjointed.

The gameplay also stands out to me as some of the best in Quake. It is tough, but not overly so, with some fiendish monster spawns and cool custom monsters, my favorite being the floating chanting demon with an attack I thought was similar to the Archvile’s from Doom II. The guns were nice as well. The chaingun was a neat addition, but the new shotgun instantly became a favorite ended up being my mainstay throughout the episode—if I start mapping myself I will have to make it a Zerstörer map just to include it. The other weapons I can’t comment on: I never used the alternate rocket launcher, and I’m not sure what “chain-lightning gun” refers to so I either missed it or forgot about it. (I didn’t find the secret weapon near the end either.)

The cutscenes were neat for what they are: cutscenes in a game that was not intended to have cutscenes. Like Icantthinkofanickname, I didn’t think they or the “story” were necessary, but it also doesn’t seem fair to hold them against the mod when they’re really a minor issue, compared to how great the mod is otherwise.

Certainly an episode I’ll return to. By the way, since I obtained this mod with the Zerstörer mapjam, I had no idea at the time when Zerstörer was originally released. I assumed it was sometime in the early 2000s. 1997 though! Wow.

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Reading my old comment, I seem to have implied Tronyn and necros influenced this episode, heh. Faulty parallelism.

Just wanted to say that the zer shotgun has become one of my all-time favorite video game shotguns, right up there with Doom II’s SSG and Unreal’s flak cannon. The burst shots make it feel like a shotgun version of the battle rifle or DMR from the Halo games. So satisfying and powerful, it’s hard to return to the regular double shotty after playing a round of zer. Every mapper should use it.

Unregistered user “**Jorge.B **” posted:

Very good episode, dark, creepy and frighting, although the ending is very disapointing and awful, i mean, you drown in blood, wake up in a grave, go through a temple to find a powerful artifact, the Sanguinoch, kill everything in your path, only to meet the Zerstörer and be destroyed by him, what kind of ending is that?
Seriously, if anything you should be able to fight him, since he looks like he would make a formidable boss, i really wanted to kill that bastard for that blood drowning.
Maybe someday someone will make some sort of sequel or something where you fight him and kill him.

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Probably years ahead of its time, this episode now feels a bit dated due to the cinematics and simple architecture, yet it still stands the test of time surprisingly well and it’s hard to believe it came out only one year after the original game. It’s still very fun to play and uses a couple clever tricks I haven’t seen anywhere else. The new weapons could use better looking and less intrusive models and the last one could’ve been ditched altogether - it comes too late in the game to be of any significant use and it’s not that great to begin with (it might have been better to give the chain-lightning some extra screen time). I’m also unsure of the benefits of replacing the good ol’ nailgun with a regular chain gun, even though some effort has obviously been put into its design.

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