f41c2f40053a7e3631309a15b3197347c9970871b159a95884f279e73949085e

f41c2f40053a7e3631309a15b3197347c9970871b159a95884f279e73949085e
overall_rating 2.473684210526316 19

Forum thread for wbase_2021

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Ditto - shame it looked very promising

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@Chaser & theFALL,

This map only works in Quakespasm Spiked, because the author used an info_notnull hack as an enemy spawner.

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Played with QSS, so it worked for me. Pretty cool as a first or early map, showed some good ideas and variety. The cave environment was a nice atmospheric one that you don’t see a whole lot of in Quake maps… good place for that scrag fight.

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Nice small map overall, but room for some small improvements…

The geography of the caves is partially nice; the floor with dips, hills, and… those things that hang from the ceiling, watchemcallits… is good. But the cave and castle walls are just… boxy?

The spawn function at the silver key: i would have preferred a more compatible trigger . But i guess that’s the price for using a new and not-so-widespread engine?

All in all, nice.

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The game crashes when collecting the silver key. The cave environment looked cool, even if it could be a little tough to navigate. I wish I could’ve finished the map, but after 3 crashes in the same spot I just gave up.

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Not bad for a first map, certainly. I did enjoy the cave environment with the huge boulders, uneven terrain, and stalactites.

Possibly also due to the reason Greenwood stated, the ememy count is pizzled. I ended with 38 of 32 kills…

Thanks to the author for sharing with us. I hope to see more from you!

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It was going well until I ran into the silver-key crash. That’s really not something that can be overlooked, so its one star from me. Shame. This was shaping up to be much better than Ondrejoda’s previous maps.