f4b9ca4787429489bacf2ed99cd67c8e6f38f3a313ec33f529d712758d23100f

f4b9ca4787429489bacf2ed99cd67c8e6f38f3a313ec33f529d712758d23100f
overall_rating 3.56 25

Forum thread for tintin_jam_nait

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Stuck in the second zombie fight area. Not sure what the trick is to kill them; must be overlooking something. But I did discover a few areas where there are unintentional “holes” in the walls, particularly if you go all the way around the circle to the far end.

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The visuals are excellent. The architecture and texturing work together hand in glove, and the hell area, though small and simple, looks better than anything in Doom3 itself in my opinion!

But like Solomoriah I also got stuck in the zombie area and had to noclip out. In general, too much melee (never Quake’s strong point) and it just starts to get more interesting with the hell section right before the level finishes.

Neat gameplay idea making the player use the death knights homing missiles to blow up the zombies at the start though.

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Fantastic map! But it’s too short.
5/5

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I really liked this map. It was a little aggravating at first, having to backtrack to the room with the bobomb death knight from the second room. It gets clearer in the later part of the map that it’s one of those classic Quake maps where going back to places you’ve been before doesn’t mean it’s still the same! And I can’t stress CLASSIC enough. 5/5!

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Well, what a joyless grind that was. I admire the architecture, but after the frst set-piece, none of the others was really enjoyable. The second room in particular was a horrible experience. Having to go back over and over to the first room to pick up the vore ball from the blue flail knight was bad enough, but having to do the lava jumps repeatedly — and on pedestals with sloping surfaces making it hard to jump reliably — was just no fun at all. There are some nice ideas here, but the execution was off. Sorry, Nait!

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