e9a4061848a8a1897b432f006e72c8be7024a55e9021cdff63b73ae824dd8990

e9a4061848a8a1897b432f006e72c8be7024a55e9021cdff63b73ae824dd8990
overall_rating 1.525 22

Forum thread for battle

The stars were a nice touch. Though this level is rather poor. No exit trigger. Reminds me of some of my own early early levels :slight_smile:

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The stars are cool. And there are new quite nice textures. Brushwork is kinda awkward, but OK. Too bad, there is so plain and stupid gameplay :frowning: I just ran to quad in the “end” of level, then ran back and killed 'em all.

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I think the outside area is the best part of the map. The dark lighting conceals most of the extreme simplicity and boxiness and being under that weird star sky was quite atmospheric.

Having that chimney also was a nice touch; maybe it was the key to prevent the outside area from looking TOO simple. :smiley:

The downhill starts at the basement which is mostly just boring, almost fullbright corridor.

I think the outside area is the best part of the map. The dark lighting conceals most of the extreme simplicity and boxiness and being under that weird star sky was quite atmospheric.

Having that chimney also was a nice touch; maybe it was the key to prevent the outside area from looking TOO simple. :smiley:

The downhill starts at the basement which is mostly just boring, almost fullbright corridor.

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I like maps where you have to assess (it this the right spelling? Brazilian here) which monster to kill first. Quake always had a good balance: grunt → low damage but hitscan projectiles. Everything else → Higher damage but varying speed of projectiles.

The quad damage was a good idea if ammo was short. Since the player is given rockets, there is no point for risking your life to get the quad. But, that said, I baited a shambler puke, jumped him, quad and super nailguned everything.

Looked like an unfinished map.

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