e2448380850a83e95aea1b248997bd0c4870bf50cb180ff73a88ba2ce5167343

e2448380850a83e95aea1b248997bd0c4870bf50cb180ff73a88ba2ce5167343
overall_rating 4.557528671846097 53

I’d forgotten how good this one is – several memorable set-pieces (especially getting the silver key on the last map!) and lots of enjoyably over-the-top horde battles. Last of all, Probably my favourite boss-fight in any level I can recall. (I played on Hard, and thought it was judged just about perfectly.)

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One of the greatest custom Quake episodes of all time, and some of the best examples of Quake maps from the 90s. Marcus has created a unique and memorable Quake experience that stands the test of time. This was one of the first custom mods I ever played and it immediately drew me in to the world it created. More than just a handful of maps, the author tells an amazing story that continues as the player advances through the maps.

Custom sounds, monsters, and some great use of cutscenes make this a unique experience. Marcus tells a dark fantasy story which is also flushed out in the readme and is a great read on its own. There is really a sense of place created with the maps and the story being told here. Gameplay is exciting with some great traps and monster ambushes, and boss battles against modified Quake monsters. Plenty of secrets and even some super secrets will keep enthusiasts that want to explore very busy with this episode.

Some of the geometry is simple by today’s standards, but these maps were created 20 years ago using archaic tools. There really is a lot to enjoy here, and these maps are a vital part of Quake history. Highly recommended!

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This was very fun to play. Very enjoyable.

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Can’t believe this was made in 1997, it’s so amazing and fun to play.

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Unregistered user “JMP” posted:

I completely agree with Icantthink… after playing the first two maps, I was too bored to finish this. The first map has a very Doom-like layout, totally linear progression, and repetitive combat involving an endless series of hordes and monsters teleporting right behind or right in front of the player whenever he presses a button or gets a key. The second map has a more typical Quake atmosphere but once again progression is linear and the combat is a repetitive grind. After 20th or 30th time, teleport ambushes lost any thrill or novelty they might have had and just became an exercise in frustration.

I can see why people like this: for 1997 the maps are impressively large, the architecture and texturing are well done, and there are some interesting gameplay tweaks. But despite all that, I found it really monotonous.