Very unique style and theme, loved it! Great atmosphere.
Oddly shaped industrial structures of unknown purpose, a random bunch of factory and spaceship parts dumped onto a scrapyard, and some wasteland vermin/scum settling in. The weird hands, unclear whether also scrap of unknown origin or possibly some otherworldly means of managing the scrap piles. Hazardous materials and parasitic alien biomass fusing and evolving into a twisted hivemind corrupting the place further from within.
Impressive vistas, it's a marvel to look at all the shapes and odd stuff. I don't really like the faces, but the rest is top notch. Maybe even more generic scrap piles would have been good. Underwater ground is pretty flat. It's nice how one transitions from open areas to enclosed dark places, each environment hiding further hostilities. The structure rising out of the water is very cool, too. A twist on the empty water area in the first level.
The nonlinear way in which one can approach each building is nice. Button hunting makes sense here; it certainly allows the player to get a more complete sense of the environment.
The industrial nature of it all comes across well in the sense that it's recognizable but vague enough that, to me at least, it doesn't look unrealistic. Apart from the fact that it's all in ruins and all.
In this regard, the tightness and crampedness make sense. However, it makes movement very awkward most of the time. I realize such shapes and twisted walkways clash with Quake clunky physics and there's only so much one can do about it. Still, on many occasions better clipping (and other movement enhancements; nonsolid bits, additional railings here and there) would have been possible. It's just too easy to get stuck on things and subsequently get cornered by enemies; or fall off structures - into the water if you're lucky; to your death otherwise. This gets annoying if it happens several times in a row.
Gameplay wasn't that much fun for me. I did enjoy it overall, but there were several frustrating situations. The majority of encounters is teleport ambushes, often right in your face, and maybe a little too predictable quickly. Admittedly, with an open layout like these map have, there's little choice.
I played on Hard skill expecting such big areas would be too empty on Easy. Guess that was a mistake. Thinking about it now, it would probably add to the map/atmosphere if there weren't as many enemies overall. In consequence, I had quite a hard time. Some ambushes or traps are downright assholish.
The underwater cave with where you raise the green structure is very problematic. It's easy to miss the biosuit, and the buttons to lower/raise the lift only work once = likely many deaths there, also the possibility of locking oneself out (or in). Should have been accessible continously times, perhaps two buisuits or a respawning one (in sight, not behind the player!), maybe an additional path to the area, e.g. part of the ceiling opening up after pressing the required button.
The final 'infestation' area has a nice twist - having the player be able to only use grenades initially. It's also very cool to see the fenced part, like someone used to live there, eventually to be drained and corrupted by the Shub creature - or maybe they sought refuge there? Unfortunately, the area proved to be very difficult as well. Little in the way of supplies (health) and attacks out of the darkness. The decent into the flesh part is a bit of shame, because it forced me to rush it - pressure from behind, quad, awkward movement, time-sensitive boss fight without cover. Would have loved to take a moment and enjoy the scenery.
I had to switch to the RMQ engine half-way though which made things a little less smooth. Was under the impression my version of QS supports protocol 999, though apparently it doesn't. Shame it doesn't fit into 666 limits.
Started recording demos, but quickly stopped. Instead, you can watch it on
stream for the next 7 days.
By and large a great experimental map with very particularistic gameplay. Not for everyone, but worth checking out for the scenery alone.