fc0dc5fa15842d0d9959ef5c7ec6a8385f88ba9fd694321f139435b484e513df

fc0dc5fa15842d0d9959ef5c7ec6a8385f88ba9fd694321f139435b484e513df
overall_rating 4.311111111111111 45

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Unregistered user “Who” posted:

I get a QC crash (PR_ExecuteProgram: NULL function) on the Chthon entity, both on vkQuake and Ironwail. After a few attempts I managed to get through without it crashing. I don’t like the electrospawns.

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So good! Doom textures look great in Quake. I only wish there was a nice quad run incorporated somehow, but that’s just my preference.

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This was only OK, and a huge drop off in quality from the excellent zigisp2. The Doom textures are blocky and lacking in atmosphere, and as far as gameplay goes I really didn’t need to play yet another version of this same map. I can’t give it less than three stars when it’s perfectly competent, but I was relieved to finish and move on. Sorry!

Argh! Of course I meant to say “a huge drop off in quality from the excellent zigisp1”!

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Are the Fiends in this map supposed to be translucent or is there a texturing problem that I need to look at on my end?

I’m a fan of the map, anyway. I’m more enthusiastic than I initially thought about Doom textures being used in Quake after playing this and the very good Speedmapping Pack 189 - Doom/Satanic Mechanisms.

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