fbcd19b85e2c1942f326c58b7c2496c88cce174a7643a430ae20b6746b5b78e6

fbcd19b85e2c1942f326c58b7c2496c88cce174a7643a430ae20b6746b5b78e6
overall_rating 4.528571428571428 70

A truly awe-inspiring, monumental pack. Calling them endurance maps was certainly fitting - my shoulders even got sore a few times!

One of my favourite things in this work was the backstory. It was really engrossing, and put the whole experience in a new light, the mere implication of you playing as a depraved lunatic, relishing in the slaughter, not that much better than the demons and Iron Hand cultists you murder by the hundreds.

What’s great, though, is that the story wasn’t entirely limited to the readme, without resorting to cutscenes akin to the Zerstorer. The first map has implications that you could understand even without reading the prologue, and really, isn’t the way most people play Quake quite in-character? The start map was brutal in appearance as well, introducing you to the thematic of flesh invading “normal” landscapes. (That nightmare hallway was sneaky, by the way!)

I played on Hard, and the difficulty was respectable, but far from overwhelming. Both the first and starting stage left a good impression. However, the Bile Plant almost crushed me. Meeting packs of defenders and fiends around every corner, always encountering constantly renewed groups of foes while walking about the maze… It felt unfair, and I started to fear that those criticizing comments above were correct after all. Opening a door to be met by a line-up of fiends or shamblers packed up tightly certainly doesn’t leave a good impression.

The environment looked repetitive, even if I did like the aesthetic at first, it still felt like it was missing something - contrast, perhaps. Nevertheless, I stuck through, and then came across the main element, that, IMO, really brought the subsequent maps to a really unique and amazing level. The pieces of flesh stuck along the wall in the pit of that first Gug, their red contours clashing wildly against all the browns. Then, an open arena - tiles atop a massive block of compressed meat.

The time came in at about 50 minutes, and all the other maps took around the same amount of time as well. Thus, came the Sealed City, and oh boy, it completely changed my opinion, and really uplifted my mood. Instead of reminding me of Doom’s slaughtermaps, it was instead a steady flow of challenging, yet fair encounters, all in interesting and incredibly detailed areas.

The Sealed City was the best, but the next map, Nightmare Tangent, for me felt just as good, followed by a short but sweet action-packed finale. All unlike the Bile Plant, I rarely got lost, and only for a short while, never emptied my reserves of rockets or cells, and enjoyed every single encounter, despite their relentless, constant nature.

All the while, it was coated by a hostile atmosphere which I haven’t yet met anywhere else, granted I didn’t experience many works so far. I couldn’t call it dreadful, like in Zerstorer - combat was too common for that, but I could certainly call it… Wrong. And I think I can thank the flesh for that. It was everywhere. You were seeing it, walking upon it, jumping into it, drowning in it, it’s tendons supporting almost every piece of architecture; even the console and the readme were covered in gore. It was so beautifully blasphemous - endlessly hammering in the fact that you were somewhere wrong. Not just a castle, but an aggressive, alien dimension, vying for violence and blood. Further enhanced by the impossible landscape of Nightmare Tangent and beyond. And yet, for Sacren, it all must have felt just how it should be.

The nitpicks are obvious by now - the Bile Plant really felt like a bit of a chore, even if it wasn’t that brutal if you trod carefully and took your time. I also disliked the use of the Spawns, even in excellent maps such as the Sealed City, but that’s my personal dislike of the enemy type speaking.

My major complaint was the lack of an ending, though I did enjoy having so much left up to interpretation. After the journey, all the bloodshed, it ends as a regular Quake map would, with you unceremoniously booted back to the start. What happened to him? Did he perish, ailed by the killswitch? Or maybe he ‘ascended’, as planned. And what exactly was that device capable of doing - why was it so important? All interesting threads, left loose, hanging, leaving me both disappointed due to the lack of answer and glad for the presence of absence.

I definitely won’t be forgetting these maps any time soon.

Unregistered user “ijed” posted:

ShakeNQuake
If you noclip, at all, then the maps will be unplayable. You must complete the critical path in order to spawn the items and enemies up ahead in the following areas. There is no need to cheat in order to complete the levels, but if you feel the need to then clearly the pack isn’t for you.

gamevoin
There was/is an ending but it needs some clarification. The secret level, in theory only accessible by playing on nightmare and collecting all four runes, although also accessible by typing ‘map warps’ in the console, was not just a slaughtermap puzzle originally.

Sarcen was supposed to ascend to his ideal state of being (killing monsters forever in a loop) in this level. There was a series of texts which explained this (in a very oblique way) during the fight, but as Sielfwolf or maybe Bengt pointed out during playtesting, it was impossible to read / understand while dodging the hordes of Vores, Droles and Fiends.

I also wasn’t happy with that solution and didn’t have the patience or technical ability to hack around the Quoth mod and make a proper outro cutscene at the beginning of warps as I should have. If I remember rightly, warps doesn’t even point to itself on map completion either.

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Well. The mere selection of Nightmare mode certainly sets the tone. This is going to be a demanding journey …

This map pack is so brutal that players even take the fight outside the game and into the comments.

Jokes aside, I can see where all the frustration comes from. I understand that some comments downplay the author’s work and may have hurt his feelings, but the gameplay is exceptionally brutal. I wanted to wait to be able to boast about finishing this in Nightmare mode, but I’m stuck at about what must be the 2/3rds of the last map (if estimating its size by my kill ratio makes any sense) with poor health, next to no ammo, and assaulted by Gaunts, so I might take an indefinitely long break from this one.

I’ll share a few thoughts for people who haven’t tried this pack yet. Hopefully that won’t spoil the “fun”:

  • if you can’t handle frustration or losing, don’t play this. If you can, great, but do take long hard breaths anyway, because you’re about to be thoroughly tested. Every monster you hate is in there (and then some: I had never seen Gugs before and I don’t look forward to that happening again), and they hate you too. What’s more, some of them seem to have been pumped up (I don’t remember Death Knights running that fast, and apparently Droles can jump now. How nice).

  • gameplay is extremely unfair, so swallow your pride and run when you have to. You don’t have to kill every monster to make it out alive, and certainly not everyone can achieve that anyway. Spare your ammo and health for when you really need them.

  • in the same spirit, try and leave a few gifts behind when you can. You’ll find yourself revisiting some places time and again, and you may need those resources on your way back.

  • save often, and use several slots just in case. There were areas where I literally saved after every kill I made, and others where I restarted from an earlier saved game because I clearly was not going to make it.

  • use an even larger heapsize than advised (e.g. 128000). The game crashed on me when I was finally able to exit the Bile Plant after numerous attempts, and I think if anyone had showed up at that moment I would have killed them just to let out all my anger. Good thing I wasn’t collecting runes.

  • there are surprisingly relatively few opportunities for infighting, but they exist, so make sure you seize every single one of them.

  • push yourself. The game isn’t over until you’re dead, and you’ll be surprised at how long you can survive with less than 10% of your health if you act smart enough.

Just out of curiosity, I gave the secret map a try (I didn’t bother looking for any runes and I don’t think I’ll play the pack again if I ever complete it), and it didn’t seem as hard as I expected. Simply running around the square and randomly taunting monsters with rockets allowed me to achieve 49/61 kills before dying, so there’s hope for that one.

I didn’t noclip, and would rather use god mode if I had to cheat. I was really tempted to more than a few times (including right now at the point where I’m stuck), especially when meeting those six Shamblers as mentioned above, but in the end I managed to make it without cheating. I did have to finish the last one with my sword though.

I’ll probably end up rating this a 4/5, but again, this is not for everyone, as many have already noted.

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While not among the best of the best, this clearly deserves 5 stars for its rewarding combat (not as tough as I thought, at least on Normal) and atmosphere variety from map to map. Within each map, however, there is not enough variety to justify its size; one feels each of them could be (selectively) cut in half and still be able to “get its point across”, just as meandering sequences can be edited out from an overlong movie without loss of meaning.

I am enjoying this is Quakespasm, but would you guys recommend getting Nehahra engine running? The readme seems to recommend using that, but I dont have it installed.

[User added a rating.]

I liked the atmosphere, but the constant enemies spawning behind me was lame.

It’s really nice change of pace, comparing with other maps, with pretty vast areas and unstopping action with lots of enemies. It’s interesting how unconventional it feels, but at the same time doesn’t feel out of place in quake.

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I run quoth, then command line game warp spasm and it dosnt load stating Host_Error: Mod_LoadModel: progs/s_plas.spr not found. Thens no progs folder in quoth or warp spasm.Theres a progs folder in id1, but hasnt got that s_plas.spr. So tried many ways and things yest it keeps saying Host_Error: Mod_LoadModel: progs/s_plas.spr not found

You’re not running it correctly. Quoth must be loaded from commandline, like an expansion pack, to allow Warp Spasm to work.

I am now trying the whole episode again from scratch (mostly because for some reason my previously saved games became unusable after an upgrade) and it is more enjoyable than my first try. Finding the Rune shrine in the Bile Plant is a now incentive to try and find the others.

Finding only 3/16 secrets in the Bile Plant says something about my secret-hunting skills. On the other hand, unlike most other maps I’ve played, some of these secrets come at a price (rocket jumping to get a mega-health, back-spawning Shambler when you get the super nailgun), which is also why I’ve stopped looking too hard. I usually look for them when I’m low on ammo or health, but in the Bile Plant they have not really been worth the effort so far.

If you’ve hated this episode before, give Quenching Urges of Constant Killing a few tries. You’ll feel more relaxed when you get back to Warpspam :slight_smile:

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