e5f62093b0c8670d7aec5b939327fd4c8b60b3767320239421f57ad9fa325f6a

e5f62093b0c8670d7aec5b939327fd4c8b60b3767320239421f57ad9fa325f6a
overall_rating 3.999432785025525 43

Forum thread for whiteroom

Unregistered user “Daz” posted:

Video playthrough : http://www.youtube.com/watch?v=FQId-vTQtT0

Unregistered user “Willem” posted:

Daz, you missed the ending area! :slight_smile: Look underneath that final lift that you jump across to finish the level. There’s an air vent…

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Like most experimental or concept-driven maps, this won’t be everyone’s cup of tea. Unlike some experimental or concept-driven maps, this is not just interesting in theory, but outstanding in execution.

Currently, one of the tags for this map is “play over looks”, and I strongly disagree with this description. This map is neither play over looks nor looks over play: it looks absolutely stunning (it put me in mind of the somewhat obscure ZPC) and the gameplay is spot-on.

Actually, it’s not just a matter of gameplay, but of very clever use of stock monsters that take on a different meaning in this map, by virtue of their surroundings and the way they interact. And instead of throwing every monster in the Quake bestiary at the player, the author chose only monsters that make perfect sense in this setting: like the minimalist visuals, monster usage in this map is an exemplary exercise in restraint.

And then there is the alternate (real?) ending, which just adds a final bit of flair.

One nitpick is that the bloody writing on the white walls could have been made to look more realistic (as opposed to printed messages). There is also one other thing that bothers me, about which I would like to ask the author (if he ever comes across this comment of mine):

When the player enters the map, there are two tiny rooms off to the left. The floors here look messy compared to the rest of the map: there are several shadows on the floor that look all wrong. Is this
a) intentional? The conceptual nature of the map made me think that it might be.
b) simply due to technical limitations when you made the map?
c) the result of incorrect rendering by the engine I used (DarkPlaces, latest version as of late 2013, with no fancy settings)?

Regardless of these two minor issues, this is an excellent map, with all-round originality and great execution.

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Ok, I have just tested this map in Quakespasm and answered my own question – it is indeed rendered incorrectly in DarkPlaces.

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There are fished IN the wall… like they don’t even care it’s not water

Otherwise decent, it really has an underground lab feel to it despite it’s almost completely white

It’s also very short

Unregistered user “spacey” posted:

Great experimental map. Then again, I am a fan of experimental maps. A bit tough though. Too many zombies.

Ah, so this is why those floor shadows look wonky in DarkPlaces.

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I love weird/experimental things, so this is my cup of tea. The visuals remind me of a freeware game called Tempus Fugit, they’re really cool. The gameplay is rather nice, with exploration and some nice secrets, and I love the writing on the walls. The combat is sometimes alright but most of the 86 enemies are zombies, and that gets a bit irritating. I really like the secrets, and the ending twist is pretty cool and strange. Overall, I recommend this. It looks interesting, has some nice secrets/exploration and has some nice combat here and there.

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Anoxia on The Quake Grave

I can’t really add much to what everyone has said above. It’s pretty bad. I do like the skateboard ramps in the first room though! :wink:

I think milkman has it right when he asks if this is supposed to be a DM map. I can’t honestly see how this was supposed to be a single player map.