ff2094af44f1921ce38532ad2c682caf9c789fe8d510a8937feb7cd94d52377f

ff2094af44f1921ce38532ad2c682caf9c789fe8d510a8937feb7cd94d52377f
overall_rating 3.334821428571429 16

Forum thread for mayard

The “ruined” bits are surprisingly well done… too bad the rest of the unit is blocky and uninspired. The text-adventure style comments are a clever idea (“the blood on the ceiling has begun to drip on you” - lol) that definitely could have worked, but like the description says, it’s impossible to read them.

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logging centerprint helps, but it still takes away from the map having to read them in the console.

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In terms of brushwork, it’s an extremely detailed package for the time, so I can understand why it took the author days to vis the maps. All the debris and broken architecture convey decay and age. Too bad the geometry ended up rather glitched.

It was a pretty cool idea to add story messages along the trail, but the execution fell a little short. There were a lot of multi-line passages visible for only 2 seconds at a time, so I had to go to the console to read them. All this kept interrupting the other gameplay. The poor execution may just take away more from the experience than bring to it.

Speaking of other gameplay, the combat is pretty challenging and fun, but I think relies a bit too much on sudden ambushes in the player’s face.

There were some other things that pushed me the wrong way, like a wind tunnel, where I got stuck, so I had to resort to noclipping, and the final encounter was so weird that it felt like a glitch, but I guess it was supposed to be like that after all.

My review so far makes these maps seem pretty bad, but I think it’s an interesting package worthy of a playthrough, if you’re into early Quake maps. My favourite part was this one cool unique “monster”, which alone just might justify playing this map pack.

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I agree with the criticisms others have made regarding disappearing messages and sticky architecture, but I still really enjoyed this release. Compared to other custom maps from early 1997, these maps are phenomenally creative, detailed, and atmospheric. The author seems to have had a unique artistic vision, which I think makes up for the somewhat choppy gameplay.

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It’s an average map, I’m giving it a 3/5, but it’s a shaky 3. It has too many issues.
You’re constantly getting these walls of text shoved in your face as a kind of story development, but all they do is annoy you.
There’s also too much awkwardly shaped geometry on the floor, which prevents you from walking normally.
The map seems to have some leaks in it, or was improperly compiled, which causes some issues. The main window, which gets displayed at the intermission, has visiblity problems. Sometimes, you get problems moving in the Shambler room, even though you dont have any visible obstacles.
The wind tunnel also seems to fail half the times you use it.
The enemy silhouette statue in the shadows part was neat though.
mayard.bsp - Link to Nightmare 100% walkthrough: https://youtu.be/eYKtOo_qu64

Still suffers from the text in your face problem, but not as intense as the previous map.
It still seems to have map compilation issues, as part of the platform in the first room is solid, but see through for enemies and projectiles. Which can cause you to get killed by the Vore underneath.
The giant sleeping spider room was pretty neat. But the map is still just a regular average one.
I don’t think it is possible to get 100% kills due to the “scripted” Chthon.
mayard2.bsp - Link to Nightmare 100% walkthrough: https://youtu.be/00FGTcXev2g

Overall, low-average set of maps.