#26 posted by
adib on 2015/12/10 04:18:04
Yeah, I noclipped and found that too. Something strange happened in Quakespasm and I couldn't noclip off inside the level again, returning to that room forever. A lot like Stanley Parable.
Solid Map.
#27 posted by
Shambler on 2015/12/22 14:12:38
Would have fitted into the Jam perfectly and been one of the better ones. Basic in places but solid design and build quality. Too dark of course. Gameplay was good and also solid, backspawning was fun and well done. The Shambler GK area was a bit brutal as it's easy to miss the Quad, but running away was kinda neat. Secrets also kinda neat but some were frustrating.
Shows a lot of potential overall.
Ok
#28 posted by Aspokala on 2016/01/05 12:15:52
I wouldn't place this map in my favorites but it was enjoyable for a moment. Architecture was nice. I didn't really like the back spawning. Although there are things that can change from bad to good experience after a few tries.
There was a problem at gold key. I had left a scrag behind and when the floor with shamblers popped up, colliding with the scrag, went back down. There it remained. Well, a grenade jump helped to continue the game.
84/86 kills, 6/10 secrets.
O_o
#29 posted by
adib on 2016/01/05 12:18:42
This floor, probably a func_door, should inflict a damage like 9999 to crush everything on its way and not close back.
#31 posted by
mankrip on 2016/01/11 02:11:43
Impressive map.
One of the secrets was clearly designed for engines that allows full vertical aim, so it was too hard to find a good position where I could hit the switch.
Fun thing: when replaying the map with notarget active, some knights followed me around peacefully, just walking.
This map has simply too many good parts for me to detail. Extremely rich gameplay, and very good to replay. I agree with all the positive comments.