
FWIW I Just Played This Too...
#90 posted by
Joel B on 2013/05/25 22:22:21
I was forewarned about difficulty/ammo by the rest of the thread so I played on skill 1 instead of 2, and the pacing of ammo (and armor) was a little tight but worked out fine. Actually I appreciated not having to leave ammo boxes behind. :-) I'm not downplaying any other criticism of that stuff, just saying that it happened to work out in my case. It probably would not have, if I had played skill 2... I'd guess that's one of the trickier things to make everyone happy about.
Mostly I just enjoyed the sense of exploring and opening up an interesting & spooky space. That's one of the main things I like to get out of a Quake map.
I didn't find any secrets in the normal course of play.
There was some good fight choreography in there. A few ambushes, some alternating between hallway scrums and open-air combat, a chance to hop across platforms and pillars while spooting grenades... that'll do me, I'm a man of simple tastes really. I'm not a fan of most "big ammo-sink bossmonster" final fights in Quake maps, but eh whatever.
Keep it up! Sorry for no firstplay demo. I had told myself I needed to start doing that and then I forgot again.

Tried Skill 2.
Started recording demo, but fell into 1st void (the lighted opening seemed the intended path, looking from button room).
Ragequit at 3rd attempt against drole with axe.
Sorry, not for me, won't bother finishing.

@the Silent
#92 posted by
mfx on 2013/05/28 02:44:06
thats a pity, you missed some really enjoyable brushwork ;)

Yeah, True.
Suppose I'll give easy a shot.

Did Do.
Skill 1, tbh... 30 something minutes, all kills, 1 secret.
Very nice brushwork (clearly inspired by CZG catacombs map) and interconnectivity, some odd texture choices (the blue arch continuing on the angled walls... ugh!), very challenging and non skill-realistic gameplay with a rather anticlimaxing boss battle.
The Blue Key Hole should have been visibly blocked, I tried to get the key and jump back to the first shells cache (that I had missed) but got stuck with the knights pummeling me. No point in making the hole just slightly smaller than the player BB other than generate frustration...
Ammo was always barely enough, suppose it's nearly unplayable on Nightmare. Still, some situations are easily dead ends if you don't know the map beforehand, given the cramped architecture and abundance of instadeath pits.
I'd say some advice from the masters would easily have made this a very good map, as it is, it's still missing things.
But, you were right, it had to be played...

What Should I Choose To Play Today?
#97 posted by
Scrama on 2019/01/25 08:57:16
Ah, yea, spambot has selected map for me!