e8d481016d0ca4b27d9842d1754988c144fe2e0589a9fc6abb61b7ce1606638a

e8d481016d0ca4b27d9842d1754988c144fe2e0589a9fc6abb61b7ce1606638a
overall_rating 3.285714285714286 21

Forum thread for heresp4

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Fullbrights, fullbrights everywhere!

I should say something about the other aspects of this map.

It is not really large (at least by the considerably raised size standards of modern huge maps) but is somewhat nonlinear, offering multiple distinct paths at the start. Both the gold and silver key doors can be reached from the start, but rather than being placed right next to each other with a third path leading to the first key of the sequence as some mappers do, they are spaced father apart in the level, which makes for more interesting progression and exploration. Unfortunately they aren’t clearly labelled as key doors, and I don’t even think they gave a “this door requires the X key” message when touched, though this wasn’t a huge problem for me.

I accidentally played the level on skill 1, but it was still fairly challenging at times. There are a lot of shamblers, and the nailgun was off in one of the three or four branches around the starting area, which meant I was running around for a bit before I picked it up.

Finally, looks-wise: the lighting is quite bad. The textures, aside from the nasty fullbrights, are actually quite nice.

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I almost really liked this – the wackiness of the environment, the sudden unexpected toughness of some combats and the startling easiness of others. I would have liked to give four stars, but in the end I had to knock one off because I spent so darned long running around looking for the gold-key door, which was not marked as the gold-key door (or even really as a door at all). So frustrating.

It’s a shame that this turned out to be Here’s last map, as there was obviously an idiosyncratic talent in there. I might go pack and play The Castle of Pain (heresp3).

[For anyone else struggling to find their way around: turn right from the start, go along the corridor with the nail-traps and jump across the vertical shaft below you. The grating that now blocks your way is the gold-key door. And the “slaughter-gate”, or whatever the map calls it, is a patch of wall in the area where you earlier found four shamblers around a pool.]

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Mike, thanks for the pointer about the gold door. I played this a while ago and after finishing most of the map I had no clue how to progress further… that, along with the fullbrights, was a really annoying aspect of an otherwise-nice map.

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Changes in engine standards haven’t done this map any favours: as others have noted there are erroneous fullbrights everywhere and overbrights make some already too bright parts of the map absolutely blinding. With those options turned off, the map is quite nice to look at, but obviously not a traditional Quake look by any means. While it plays pretty well in itself, as far as I’m concerned its most noteworthy feature is the use of some contrasting architectural details which I would argue hint at the changing face of QSP mapping - the beginnings of a change of perception in level design and of trends seen in full force today.

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