on SoA, and many others out of curiosity, but it happened more in custom maps like
https://www.quaddicted.com/reviews/themyths.html , it has a nice gremlin combat, that reminds of some more classical zombie swarm attack. MadFox also reported about it some posts above.
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Pritchard: about the proximity grenade, it is required on some secrets, but i agree that it is hard to use against enemies in Quake, as it is usually better to just spam grenades, due to how lowly dangerous most enemies in Quake are without very specific setups or big numbers. In theory is a very good weapon, but in Quake is lame. I think it would be way better to use it against the player for ambushes and setups like in Altar of Storms. How you did it, Necros? It is a hard to use code?
* About SoA and DoE i think that they are underestimated. I think that they are mainly underrated because they came later, after people was hooked already on Deathmatch and on the many Multiplayer mods, and there was already many other games launched or almost there, like Quake 2 and Unreal and the hype was lessened.
* While many things in DoE are a bit out of place in a Lovecraft environment (enemies), the environments not so much as Lovecraft is about ancient ruins too (it just needs better ambient), the different ammo system is a bit of a hassle, but some of the weapons are good, multi-grenade ogres are a good fight (using them yourself not) but it is a pity that they spawn randomly and its not controllable by the mapper, and the plasma gun is marvelous, even though i think it would suit more Unreal than Quake. Its a decent experience overall but i agree that it is less good than the basic game and levels most of the time.
* About SoA i cannot say much, while the level design is quite good, but can look weird to Quake players because its way more no-linear sometimes than ID levels, many things that appeared with it were scarcely used and there is barely any custom maps out there, and they only use a small part of them (mainly rotating entities and centroids), reason why i am eager to see more SoA custom maps.
On the other side maybe not, because when i tested the DoE map i did for sm175, i ended up realizing that the wraths are weaklings compared with what i thought of them while playing DoE, manly because in DoE i used the overpowered weapons to kill them before they could raise a finger and on that map i only had the SG and NG, and i am doubting on preserving that image for the other enemies before i get to know them and do like with shamblers and other stock Quake enemies, that seem so dull nowadays because i know them fully to the point the shambler dance is a routine and not something risky (except on skill 3 of course). Taking into account that when it was released i thought it was a really scary videogame
... the fact that we can dance with shamblers look even more pitiful.