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New Q1SP: Der Wanderer Uber Dem Sauremeer
World renowned Hawaiian zoo-keeper, extreme-metal online DJ and power-plant technician (think Homer Simpson with urban camo shorts) IONOUS has released his first stand-alone Quake map:

"Small ID metal map. Quakespasm recommended."

Download:
http://www.quaketastic.com/files/ion01.zip

Screenshots:
http://www.quaketastic.com/files/ion01a.jpg
http://www.quaketastic.com/files/ion01b.jpg
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Finally Played This! 
Did not record a demo but enjoyed it a lot. Obviously the attention to detail is the highlight of Ionous' work as usual and I liked the verticality.

Only issue for me is after getting stuck a few times on the ceiling in the GL area and then realizing these were traps - part of the obstacles to come later. I believed it was part of the gameplay but couldn't be sure at the moment. Since that's a sort of new type of "trap" it might have been good to introduce that mechanic earlier in a less crazy spot. Or really launch the player into a different part of the map. Didn't ruin anything and still a very unique and fun level.

Really looking forward to your next map Ionous. 
 
The level is certainly vertical in progression but the combat is mostly horizontal. The start was very promising with the death knights pressuring the player to move down the stairs and deal with an enforcer and grunts at the same time but it quickly goes downhill from there.

Too many shamblers and vores, and ineffective usage of them; they failed to invoke feelings of shock or terror due to either their commonality or how safe cover from their attacks is immediately and plainly present the moment they appear. I just sighed whenever another one of each appeared.

The gold key placement/teaser was not very well executed, I didn't even notice it until my third playthrough; it could have been submerged the whole time and I would not have noticed the difference.

Navigating the level honestly feels more annoying and tedious than it should be. The early part with the shootable switch and elevator seems to be designed for the player to fail to catch it (and likely fall) in his first try, which is okay, but hopping over the gap at the start and pressing the vent switch, going back up then down then shooting the switch again then waiting for the elevator, just damn. Very tedious.

The platforming section also seems to be designed deliberately to be nearly impossible to beat on the first try, and again there's nothing wrong with that, but with the way the level is designed, it just feels arduous and aggravating having to find your way back to where you fell from even though something like that can and should be made fun. It's doubly aggravating if you land in between the newly spawned fiends whose teleport-in sounds and presence one might not have noticed because it would have been masked by the concurrent spawning of the scrags (one would also likely have had his attention focused upwards towards the ascending platforms by default). 
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