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Back To Gloom Keep - A Quoth Experiment
The id stock map e1m5 Gloom Keep with remade gameplay using the quoth monsters. There are some other additions also. Check it out!
Skill 2 is tough but manageable without dying for those who know how to deal with quoth monsters.

I love to watch demos so please record one and post it here or send it to my email.

Download
http://republika.pl/quake_1/e1m5quoth.zip

Screenshot - oh well it is e1m5
http://quake_1.republika.pl/e1m5quoth.jpg
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Want 
To do one for RemakeQuake? 
Ijed 
It's great that you ask and I appreciate it. Unfortunately I don't have the time for making full maps any more. Making brushwork always takes too much time for me.
I'm also not sure that I will like all the gameplay enhancements you described in the remake quake thread. 
Ankh 
I finally found time to play the Quot-ish version of e1m5 "Gloom Keep"...
Globally what others said: fun level with "brand new" gameplay... Well, good idea you had there: keep it up !! 
Blast From The Past 
Having played Quoth recently and loving the new style of the first maps (e1m1,e1m2) I saw your title about e1m5 (which is one of my favourites) and thought lets have a blast!

I played the map on skill 0, 1 and found the use of quoth monsters to be excessive compared to the original encounters. The first thing that annoyed me was I was in combat as soon as I started the map! I know it was only one of those annoying spider creatures but straight after that an enforcer with grenades came out the door and went crazy. I know the original is alot easier on the start, you get knights and easy one's.

The one thing that E1M5 shines for is multiple paths, the fact you can pick and choose how you go through the level with converging points that link up together when needed. The first thing I did was run round the side of the building and hit a locked door. I know this is a remake but locking that door is removing choice. There is no need for it, the original worked really well with that option.

One thing that does really shine with this map is the destructable sections of walls. It was strange that there were closet monsters tucked behind them but hey, its the quake universe! There were plenty of moments I was fighting AI and a pillar would blow up adding to the fun of the encounter.

After seeing what the Quoth team did to the original e1m1/m2 maps with architecture I was really hoping there was going to an extra spin on more detail and making the place feel more impressive. Sadly this did not happen and I think this is a missed opportunity for creativity. I know there was a new section added to the front of the map (not sure how you get there without noclip) but that is just a copy of E1M7 which already exists.

I do not think the encounters play very well together. The start of the map is grunts with grenades, followed by grunts with rockets and then the metal eddies. It would of been better to start with gradual AI like plain old grunts or knights. Because you started so high with AI types you ended up just using eddies everywhere and the combat just got boring as there was no peak or intensity.

One thing the original map did well for combat was in your face stuff with fiends bouncing off walls and ogres popping out of closets forcing the player backwards or around in circles. I am not sure why when people make quoth maps they have to use only quoth creatures, it would of been better to mix the types up.

Overall I enjoyed playing the map at the two lower skill levels and just wished the architecture style has been updated to suit the new quoth style better. 
 
Hey sock. Thanks for your review. I think that I have closed up the door to the right because it is a dangerous dead end. I think it also was in the original e1m5 back in the old days because you could meat some nasty fiends there being equipped with the shotgun only.
You can get to the e1m7 part by simply following the usual route to the end of e1m5.
I didn't make an brushwork/texture revamp because it would take much more time and I also like setting up gameplay much better than working on brushwork.
I think that you are right about the problem with levels being too difficult. I like to go back to older maps more often because they are easier to play. On the other hand many of the id maps are not to be underestimated on hard skill. 
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