
Didn't Got Hurt Buying It 
The Slicer has a projectile that bounces off the walls and works rather efficiënt, but has a too large appearance as it fills a quarter of the screen, IMHO.
 
 Headless shoots lavaballs rather directly, so two you won't survive.
 Nucker wares an awefull big hammer that shoots a strange weary pulsating bhumrang.
 Snapped is a green creep with long arms that won't affect much.
 Flyer swamps like a scrag with another appearance and attack. 
 
  
Q!Zone1
  Q!Zone2
 
 Then the maps may not be as good as SOA or DOE, but they're quiet enjoyable. It's been a point of discussion earlier and I really can't get it.
 Let's say they are poor and made with the idea of catching up with the glory of the first Quake release.
 
 I´ve got a bit lame wondering why levels nowadays have to be top notched and superiour.
 I think it´s not fair because the joy of mapping only leads to better levels in time.
 But of course I have not the intention to make a commercial product, as AD could have been.
 I´m not complaining, it´s just the rareness of creeps that lure me out my cave to start a flame when their plate is served with lower intents.
 Afterall, the maps aren´t that bad at all, but the fact is that Quake is free on Steam so keep the custimor satisfied.
 
 I may be wrong but how do you plan to make a mapjam from a commercial project that carries altered monsters and progs.dat? Also the thunderbold acts otherwise as it has a bounce off. The Quaddammage doesn't last as long as in real Quake. 
 
 Why do I use so many words for such a short question?