#26 posted by nakasuhito on 2008/01/02 12:50:43
this is vrey embarrassing, btu alll this time i thoght quoth wa sa source port! :D
maybe i should stop doign drugs?
#27 posted by Vondur
on 2008/01/02 14:11:08
Kell, thanks for this new year present! Cool map with attention to details and balance. Brought nostalgic feeling when playing amongst metal.wad.
Kell you rock, thanks!
#28 posted by generic
on 2008/01/03 03:59:58
Well executed, as usual, with classic Kell style. The gameplay and layout were nicely planned and never frustrating. It's good to a have a metal map in the midst of all the base business we've been having lately. I could nitpick a few texture alignments and a few odd brushes here and there but I won't ;)
I also like the whole no monsters on easy idea, too. It really helps show off your killer brushwork.
#29 posted by Hrimfaxi
on 2008/01/03 12:52:53
Very nice map!
Brushwork and texture ursage was really good, but I didn't expect anything else from a Kell map!
Played on hard and didn't find it that hard 8-)
but the build and layout of the map really was wonderful!
I am really looking forward to the next realese!
#30 posted by Shambler
on 2008/01/03 13:36:54
Interesting texture usage in this one. Sometimes I wasn't so keen but on many times it was like Metal+, made suitably more evil. I like some of the cool designs too, especially the end teleporter. It was fairly easy on Hard skill, started off well but got easier towards the end with the SNG. I got 3 secrets including the 666.
Good fun quake :)
Good, Good Flava....
...good vibrations, man...
Just because Sielwolf, a while ago, asked for a taste of mah mad skillz.
Hope your sense of humour will save me...
Obviously, contains spoilers...
Am I Dumb Or What?
Forgot the shubhub link.
And it seems it won't let me upload it.
But, I put it on Rapidshare until Shub becomes nicer to me...
There ya go.
#33 posted by generic
on 2008/01/04 01:50:10
On skill 0, the teleport after the plasma gun is broked.
#34 posted by distrans
on 2008/01/04 03:36:27
What a way to start the year. Loved the progression, especially the folding back over and multiple route choice (along with some nice return spawns). Detail was very Kell, flame holders for example...but please take this as a compliment when I say that the overall feel was very solidly vonduresque (a la Solarfall).
Played skill 1, felt balanced with a decent challenge every now and then. Weapons came to hand when required. I'll be playing this through often over the next two weeks.
#35 posted by negke
on 2008/01/04 11:50:44
The open layout (does it have DM settings?) was great. Gameplay too - more subtle use of Quoth bestiary for a change. The red metal texture fit well. I didn't like the texture choice for the flame holders though.
#36 posted by Shambler
on 2008/01/04 13:38:04
Shield, that's the only one I can't work out how to get. Someone tell me.
Do you mean 666? If so, it's in my demo....
#38 posted by mitu on 2008/01/04 19:08:54
I think it's in the first demo posted by Trinca.
#39 posted by Eisenfresser on 2008/01/04 19:51:34
although i definitely HATE vorelings :-> i really enjoyed the map and the gameplay on it.
Well placed monsters and good architecture.
Could only find one secret in two goes and didnt understand the end: choose your exit ???
But overall a very nice map, will play it again!
#40 posted by Ankh
on 2008/01/04 23:16:08
the sillent: this isn't a first run demo, right?
Shambler: if you mean the cross of deflection you can get it by shooting 4 blood grille on the ceiling at the lift where the fiend spawns
Just a Nightmare run....
BTW... Could anyone please give me a hint to last missing secret?
#42 posted by Ankh
on 2008/01/05 18:12:38
the hint is in my previous post ;)
I have also made a NH run and I think you have better chances to survive this map than in many maps from the original game.
#43 posted by ijed
on 2008/01/05 18:47:44
Nice detailing; at first I thought it was a bit overdone, but that's the metal style.
Monsters could have been a bit tougher placed - I was a bit dissapointed in the solo Shambler at the end, for example. Would have liked to have seen some Death Lords as well to give the knight component a bit more kick.
#44 posted by inertia
on 2008/01/06 04:13:08
Played on nightmare as usual, was quite a bit of fun. I liked the straightforward yet still interesting gameplay you managed to engender, Kell. I didn't find all those secrets, although I certainly could see them! I tried to make it to the one near the SNG but I just didn't have enough health to endure such burning damage rates ;)
I hope you fix up the rest of this pack and release it. CZG did something like that with Terra and it turned out wonderfully.
#45 posted by madfox
on 2008/01/06 05:07:37
Can't make it to the end, keep on dying.
Really feels like an old classic quake map!
"I have also made a NH run and I think you have better chances to survive this map than in many maps from the original game."
Do you mean I suck THAT much?
Oh, god... The warrior inside me is ashamed.
I'm on my way to commit seppuku(Quake style, that is, type"KILL" at the console).
...If I'm not mistaken, I got the one you talk about in post #40...
Must be another one, I hink... well, I'll go check it...
#48 posted by Ankh
on 2008/01/06 19:51:54
Sorry! I have used the wrong words. It wasn't meant that way. Your demo was ok. It was my english that sucked.
I hope now it is better:
I have also made a NH run and I think that one has better chances to survive it in this map than in many maps from the original game.
No Problem, But...
... I still don't understand what you mean....
#50 posted by JPL
on 2008/01/07 10:25:49