News | Forum | People | FAQ | Links | Search | Register | Log in
Apinaraivo / Monkey Rage Q1SP Released By Jago
After months of work, my Q1SP project is finally done. It uses a mix of IKBase and SpeedBase to create a pretty unique theme. Feedback and demos are welcome.

Screenshot #1: http://img73.exs.cx/img73/9536/araivo013gq.jpg
Screenshot #2: http://img73.exs.cx/img73/3078/araivo027uk.jpg

Map Download: http://www.celephais.net/stuff/araivo.zip
FilePlanet Download: http://www.fileplanet.com/dl.aspx?/planetquake/underworld/araivo.zip
First | Previous | Next | Last
Detail Overload 
I know this is going to be a strange thing to say but there is too much detail in this map. To the point that it hinders gameplay with support columns jutting out all over the place and doorways that make me feel like a pinball bouncing off flippers as I try to get through the opening.

A good example of the excessive detail was when a shambler spawned about half way through the map and I backed up into the previous room to get some cover. The previous room had a large pool of water in the middle of the floor which I fell into. I know the pool was detail because I had checked earlier if there was anything in the water and it was just spot lights. The pool could of been covered or removed and it would have made the gameplay more enjoyable. I think there needs to be a balance between detail and actual gameplay foot space.

The use of the textures and the design of the architecture is really well done but it often felt too busy and distracting because there was so much of it everywhere. There were pipes going in all directions, control panels, ledges and a lot of places where nothing really happened. With so many ledges to climb I was sort of expecting to find more secret locations to explore but there was hardly any.

I played the map on skill 0 and 1 and found my first play through the map I ran out of armour really quick and had to back track alot for previous health packs. I really liked the new blue enforcer with the shield, very cool. The idea was very well done but it never posed much danger because the rockets it fired were easy to dodge. I was disappointing to see a vore and shambler in a tech base but the original quake only has two monsters that work with the tech style.

I did not know the 'trick' for the end boss and just died alot. The rockets it fired always tracked me and the lasers just shredded my armour and killed me within seconds. No one in their right mind would circle strafe really close around a huge robot creature and always keep their distance. (which is seems is not the way to kill it!) As many others had said the room needed more cover and variety and not the classic meatclub arena.

Overall it was a fun map to play with alot of detail and effort put into the visuals and architecture but the combat really needed a spark of something extra to make it stand out from the crowd. 
If It's The Boss I Think It Is 
Then there's no "trick" to it. It just takes a lot of pain before dying... 
To Tell The Truth... 
THERE IS a trick.

And it takes no pain at all. 
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.