Good To Have Another Map, But
#1 posted by dooomer on 2008/09/25 03:39:20
why use the daikatana icon for this thread? :P
Am I allowed to use "Hey I got the first reply!" shoutings in this forum?
#2 posted by necros on 2008/09/25 03:49:27
i felt it was quite appropriate, considering this map was supposed to have been released like... what 2, 3 years ago? :P
Wow
#3 posted by ijed on 2008/09/25 05:03:14
One of the most eldritch maps I've played - the teleporting monsters thing was very tense.
Clean visuals and horrifying gameplay, the map is extremely efficient and really delivers.
Cheers.
#4 posted by dooomer on 2008/09/25 07:03:24
the teleporting monsters is really tough. I tried to telefrag them, but they didn't appear when I was standing on the spawning point.
Awesome Architecture.
In the last 2 areas. One of the best ever.
Lighting could have been a lot better, tho'...
Gameplay is a bit on and off, as are the items... At times you get cornered with no health and ammo, as happened to me in the room with the cage and teleporting knights. Upstairs I had 2 vores, 1 drole and 3 scrags I had ran away from, with just 25 health and no armour. Lucky me those pesky monsters are so sensible to each other's projectiles....
The last fight is quite hard on 1st try, if you don't stumble on the MH by accident.
Teleporting monsters are xtra cool, would love to see the trick in a larger environment. In cramped places can get frustrating...
Good one, not exceptional, architecturally top.
Great Fun
#6 posted by jdhack on 2008/09/25 12:40:43
Chapters is probably my favourite Quake environment, so I had to play this right away. I agree with the_silent's points about architecture (stunning), lighting (adequate), and item placement (not so great).
I found the beginning to be rather tedious, with seemingly endless monster spawning but no real sense of danger. Once out in the open though, things picked up.
I died at the first spike trap - got pinned in front of it by ogres & vore balls. After that, I did okay although my health got dangerously low at times. Ammo & armor was plentiful (skill 2); the GL wasn't too useful. Found 1 secret (the easy nails one), and finished with 90/100 kills.
I found the boss battle very easy, but that could be cuz I just played shesp1, so I had the vermis pretty well figured out. Glad to see the Quoth monsters used sparingly. Also impressed that despite the large central "atrium", framerates were always good.
All in all, not quite as good your previous maps, but a worthy addition to the Chapters series.
#7 posted by negke on 2008/09/25 14:02:01
Felt a little rough in places but still a good map. I liked those red-gray wall details, the style of the outside area and the fleshy bits. Too many Hellknights ffs. The teleporting monsters were a nice touch, sort of Doom-ish, but often it was too horde-focused for my taste. I died two times - not because the map was too hard but rather because I'm trying to get used to a new config, Fitz SDL has the keyboard layout screwed and sun + non-working brightness slider did the rest. Found two secrets by accident and godmoded the Vermis.
GL? Was There A GL?
...where is it? I turned the map inside out, but cannot seem to find it.
I find 2 NGs instead... Some kind of bug?
Plus, I found 1 secret by accident on the 1st run through. Was not able to find any more. Nor to to re-find the one I found...
Can't Wait For
chapter_necros3 for Quoth3.
Doom For Quake
#10 posted by gb on 2008/09/25 17:35:36
that's what this map felt like.
The huge open spaces, gang attacks, the red and white, the supposedly "evil" things everywhere... pentagrams ... the messages like "The answer lies below" etc...
I don't personally believe in the dogma of good and evil; I believe there is no "evil". I don't believe in the concept of "Hell" since I am not Christian. Because of that, this style does less for me than for others perhaps. Personally when I see a pentagram I go "mehhh".
I liked the final outdoor area. There were a lot of technically nice details in many places, too. Nice lava lighting. The lava "courtyard" didn't do too much for me thematically, I'm not a huge "lava map" fan.
Guess I'm not a huge knave.wad fan.
Good map, no doubt. Grand scale. Props for not requiring a special engine here. I died twice relatively early, the second time when a voreling fell on my head and I got somehow blocked. I wanted to see the rest of the map, so godmoded through.
It was sometimes not clear to me where to go next. I spent quite some time looking for the "glowing pentagram" before realizing that, oops, this was supposed to be it :-P From the sound of it, I expected a pentagram of light, or lava.
#11 posted by necros on 2008/09/26 04:07:52
chapter_necros3 for Quoth3.
hehe, don't hold your breath. :P
anyway, yeah, like i said, it's not a great map or anything, but i saw it sitting around almost completed and i figured it would be good to just finish it off.
remember, it was actually made like 3 years ago, i was still really big on the whole horde combat stuff. ;)
as for not finding the grenade launcher... it's right in front of the button you have to push to go forward, but it's possible some engines cause it to bug out and fall out of the level.
You Mean In Front Of The Pentagram?
If so, I tried out 3 of them on a MAC: Fruitz Of Dojo's Stock GL, Tenebrae and Fitzquake. None of them displays it. If it's somewhere else, please give me more details(maybe even a screenshot), because I might be waay dumber than I thought. ;)
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