Disclaimer: It's Made By My Boss
#1 posted by
czg on 2016/06/24 20:32:54
It's really good though, even though I mailed him on Monday and said he should repack it.
#2 posted by
dwere on 2016/06/24 20:36:26
The best part is that the autoexec is dated 2004.
#3 posted by
skacky on 2016/06/24 20:42:35
Fantastic episode overall. The end map feels a bit rushed/underwhelming compared to the rest but the overall quality is very high. I love how old-school it feels and yet there is a subtle layer of modern Quake on top of it.
e5m5 was my favorite of the bunch and e5m1 and e5m2 were pretty great as well. I also quit enjoyed how the Runic maps were a mix of classic E3, e3m5 and some hints of E4.
Now I need to find where to get to e5m8. Is there a way to petition Machinegames to produce only Quake maps in the future? Is this only a shareware episode and is there more to come? A man can dream.
#4 posted by
Rick on 2016/06/24 21:19:39
This is some good stuff. I played through 2 and a half levels. I'm saving the rest until I can play it in the dark.
I was slightly disappointed at the lack of colored lighting, but that's a minor thing (some might consider it a plus).
It's fantastic that this was done.
#5 posted by quakeisdead on 2016/06/24 21:56:11
Got up to The catacombs, maybe about a third of the way through the level and then i got crushed by a wall and literally went :OOOOO
Will continue later. Very refreshing after playing through the new Doom
#6 posted by
dwere on 2016/06/24 22:06:40
Yeah, some traps are a little on the cheap side. But nothing too offensive.
#7 posted by
Zwiffle on 2016/06/24 22:53:34
Disclaimer: It's Made By My Boss
Why aren't you level design lead ?
Very Good Stuff!
#10 posted by
aDaya on 2016/06/24 23:45:28
Played the whole thing on Hard, the whole thing just screams Quake from start to finish, it's awesome.
Though the latest map was the hardest map I've played but it was kinf of cheap.
And what's the deal with the map before it, where you jump behind the exit portal and opens up the waterway from the start area? It leads to nowhere.
Bug
#11 posted by
dwere on 2016/06/24 23:50:03
http://i.imgur.com/pK1v7Kc.png
A nice classic (-ish) episode. Much like No Rest For The Living, it finds a way to be memorable while using only the original content.
I laughed at how obvious the secrets were in the first few levels, but the situation improved later on. Still, I managed to find everything without much trouble. Dopefish lives!
Czg
#13 posted by
PuLSaR on 2016/06/25 00:09:40
say your boss he should make an AD map =)
Just Finished It
#14 posted by
PuLSaR on 2016/06/25 00:36:47
So good, oldskool-eyt-modern-ish episode with lots of awesome traps. A+ for dopfish!
CZG
Give your boss a high 5 for me.
Pros:
Excellent level design
Fun
Challenging (on nightmare)
Thought has gone into the brushwork, beyond what is required for basic geometry (I know this is expected these days, but it has a level of polish over what some of the original id maps have)
Cons:
Secrets waaay too easy
Some areas have too few varieties of textures
Lack of variety of mobs in encounters
Mob placement somewhat predictable
Now having said all this, the pros waaay outweigh the cons. The length of the maps is a bit longer than the orignal id maps, but retains that id feel.
Highlights:
Killing a shambler with an axe after running out of ammo.
E5end map, last room, killing the two shamblers with 1 health and watching one earlier kamikaze off a ledge into lava.
Excellent
#16 posted by
negke on 2016/06/25 09:12:04
Very cool "modern oldschool" episode out of nowhere. Pleasantly surprise. It strikes a good balance between classic style/themes and modern touches/details. Same with gameplay. A refreshing step back from many of the recent complex, ultra-detailed releases - at least that's the initial thought that crossed my mind yesterday.
Enjoyable classic secrets. Most easy to find, but that's okay, because it adds to the vibe. Combat offers a good challenge without feeling overbearing. Usually enough supplies around. Could have been a little more varied perhaps.
The crusher tunnel in that one map is somewhat intransparent - luckily, being at the start of the level, dying there is not a big deal. Some unmarked instant death trap a bit further which sucks, though.
I missed the secret exit, and then died horribly attempting to play the secret level individually. I love the fact there's a start map, a secret level, and a deathmatch map.
czg disqualified as tester due to the existence of several obvious wizmet misdemeanors.
No tarbabies = 7/10