[User added a rating.]
Unregistered user “ezze” posted:
Yes, people still play this… after all where do you find another shooter fun as Quake? besides, people still play Chess and Go that are much older
Unfortunately, I am one of the people that disliked this map set. I really got bored at about 250 kills in the second map. The map kinda drag,
I think it is because (a) it is huge, (b) the classic trick “go in the hallway, get attacked from behind” is used too times, (c) sometime the doors are hard too see, (d) I felt a lack of “action”, (e) I feel that the quoth monster are often nothing special, just overpowered or annoying (I just loathe the Flying Polyps and Vorelings, and I dislike the Drole) and drop ridiculous amount of ammo.
However, obviously this is a great work of love and there are people that loves it. So, if you are reading this and never played this one, go for it! But do not expect the adrenaline of maps like The Masque of Red Death or Drysorrow.
[User added a rating.]
[User added a rating.]
I did not like this…mostly. The levels were way way oversized, horribly long, tedious, boring, well scripted, well made, but very very sparse. Pack it denser, delete 3/5ths of the enemies, compress it, eliminate half of the backside ambushes, make doors more obvious, have a more consistent button/door/teleport scheme for visual clarity, minimize the teleportation of enemies, add more variation in height - maps were very flat (Doomish I suppose, not that that’s bad in all cases), and make maze areas slightly less repetitive so that they are somewhat more navigable. If you love Doom more than Quake, this is your haven.
Memorable sections were toggling the bridges over the lava in Sealed City and its dark vast halls of books filled with Droles (I kinda love those guys…the death animation! hoo!). Also memorable was the purely evil themesets, I hated them immediately which I believe was intended. This definitely had an evil feel to it. Which I ended up liking in spite of my immediate distaste. I do think it was intended to give the feel of “Oh man am I ever going to get out of here!”
So it’s ok. Not great imo, but ok. The maps had the feel of being first maps all put together…they reminded me of my younger days’ maps.
[User added a rating.]
Brutally difficult (Played on Skill 3) but engrossing to say the least. Each map feels like an arduous undertaking with the exit seemingly non-existent. Quoth enemies tend to get a little annoying to deal with throughout and the immense amount of “behind” spawns could have been lessened.
A must play for those seeking endurance maps!
How do I access the rune shrine in Nightmare Tangents?
I’m speechless
[User added a rating.]
Unregistered user “Nope” posted:
I’ll won’t be too critical of the gameplay. Yes some people are going to hate the many situations which could be considered unbalanced, ‘cheap’ traps and enemies constantly teleporting behind the player. Others will love being challenged to come out alive after being dropped in the shit time and time again. Adjust the skill level depending on your level of masochism and take it for what it is, or don’t bother.
Visually, the maps would look much better if more effort had been put into attractive and interesting lighting. It almost looks like some of them were compiled with automatic ambient light enabled. ‘Sealed City’ was by far the high point of the pack, aesthetically and probably gameplay. ‘Bile Plant’ isn’t too bad either. I wonder if the mapper just ran out of patience and wanted to be done with the rest of it. It’s a shame because ‘Nightmare Tangents’, the final large map, is pretty good architecturally and had the potential to be epic (with a lot more polishing). Instead it seems like it was indeed bulked out with a lot of copy+pasting and repetitive combat. This map also suffers the most (along with the boss map) from the bland lighting described above. See ‘Telefragged’ in the Rubicon Rumble Pack for what this mapper became capable of.
Unregistered user “ijed” posted:
Hah, yes - we were all young once
I did terminate work on nightmare tangents before it was really ready to be honest. Back when I released it a few people picked up on this; the meatech theme was supposed to be a lot more pronounced. The veins and organ that gib at the end were just a test for this, but compilers at the time weren’t really capable of doing it within the time frame I had in mind.
Telefragged was only possible because of the the amazing tools and engines created by others years after warp was released.
One thing I will say in my defence/autocritique of the backspawns - they wouldn’t have bothered anyone if I hadn’t used the ‘silent’ flag from Quoth which stops the monsters from playing their alert sound.
Everything I make is a self indulgence really, and I don’t compromise on the vision unless it’s a 9-5 thing where I don’t have a choice.
I don’t think I’ll be coming back to Quake. There is one project I could finish, or even just patch up and launch with a single level, but I’ve got other things to work on that can (potentially) bring home the bacon.
All the same, very happy that you guys played the pack and felt that there was enough substance to warrant such honest and considered commentary.
“I don’t think I’ll be coming back to Quake.”
:(((
[User added a rating.]
One thing that consistently annoyed me was how the BSP model pickups’ visible location often didn’t match their actual bounding box. Probably because of some flawed random rotation code. AFAIK, such objects have their pivot points at the corner of the model instead of the center, so rotation is tricky. Another symptom is that some of the pickups were visibly stuck in walls.
Nothing like trying to pick up a Megahealth in the heat of the battle, only to miss it and catch a deathblow a moment later.
I don’t think I’ll be coming back to Quake. There is one project I could finish, or even just patch up and launch with a single level, but I’ve got other things to work on that can (potentially) bring home the bacon.
Please, please do patch-and-launch this project, even if you don’t finish it. I’ve said several times that (check the comments) that I think Telefragged if the single best Quake level of them all, and I would hate anything else you’ve done to go unreleased.
[User added a rating.]
[User added a rating.]
This is just too much.
The maps go on forever with non-stop ambushes from some of the toughest enemies. Playing “high level” Quake for hours on end is very exhausting. And every time you take a turn or go through a corridor expect the game to silently spawn more enemies behind you, because getting assassinated by a stealthy fiend is so much fun, right? This kind of gameplay encourages constant save-scumming which is not very fun in an action packed game like Quake.
I got through the Bile Plant and about two thirds of the Sealed City. Way too long, the environments don’t change much and it all feels copy-pasted and unnecessary dragged out.
Finished this map pack. Even took a peek at the lolwut secret level.
It can be fun in some places, if you go for a strategical side of things and carefully manage your ammo and health, snipe the enemies from afar, etc. But ultimately, the maps drag on way too long, the scenery stays similar and is not very interesting anyway. Mostly you just go from one huge room to another, fight a lot of enemies and make sure to stop and wait for those GOD DAMN stealthed dogs and fiends that always spawn behind you. Nice story in the readme file though, good choice for the ambient tracks. And liked the little details, e.g. how the player is actually a zombie (you can see it if you switch to the chase camera).
Still, too exhausting.