Text Adventure
#52 posted by
pushplay on 2004/03/14 04:11:08
You come to a sign on the road. It says: "Do not smile at the moron." You are likely to be eaten by a grue.
#55 posted by
LTH on 2004/03/14 07:43:39
Moving around in the dark is dangerous!
You die.
Bah
#56 posted by
Fern on 2004/03/14 22:54:01
Layout was so confusing I found a bunch of secrets before stumbling across part of the intended route. Never located a grenade weapon so I had to gun my way through the zombies. Gave up locating the silver key and settled for a trick jump instead. Etc. etc. etc.
But it's a good map.
#57 posted by
Blitz on 2004/03/14 23:33:44
How did you miss the grenade launcher seeing as it's in the same room as the zombies you had to gun down??
Heh
#58 posted by
Vondur on 2004/03/15 01:29:07
he meant the zombies that are in the spiral tower. and if to access blue key with sillye trickjump you won't get grenadelauncher yes.
Great Level Vondur! :)
#59 posted by Shadowalker on 2004/03/17 18:56:53
I'm at 159 enemies and stuck. I got to the silver key area. I'v shot every window and enemy, I could find. I'm at 63 mins. Any hints?
Love the cool huge structure of the map. Great gameplay, kept me guessing the whole time.
as
#60 posted by
xen on 2004/03/18 09:59:11
Few things annoyed me about this map...
First thing, silver key. Now I know the trick jump was obvious but I always like to play maps fully and properly before raping it with shortcuts etc... but I gave up looking for it in the end, took the obvious route & travelled back to see where the entrance was. Was kinda annoyed on finding it since I'd been in that room before and thought it was merely a route back to the beginning via that underwater tunnel; the lighting was deceiving. Maybe that was intended but it niggled me nonetheless.
I also managed to shoot all the windows... but travelled back through the map for at least 10-20 mins and still couldn't find the rest of the monsters/hidden doors. Being able to exit without completing the mission was an innovative twist but I felt it could've been pulled off better.. more clues (like monsters perhaps) leading to where the hidden doors were, wherever they are (still not found them yet) would've made it less frustration. Don't get me wrong I like a bit of exploration, but in moderation, not scaling every last corner of a map this size :-p
Gripes over though, the layout/architecture/general atmosphere was top notch & the gameplay without flaws; nothing imbalanced. Rated it highly, took 45 mins to complete.
The way the rooms contain well crafted architecture yet still manage to blend smoothly & consistenly together was very impressive; perhaps not quite as much as say, GMSP2 was, but certainly one of the best I've seen. With regards to personal taste I prefer layouts which contain giant spectacular areas which integrate with rocky surroundings, and would have preffered some of that in here to give it more variation, but it's still a superb job. Well done, Vondur.
Bah
#61 posted by
xen on 2004/03/18 10:00:49
would've made it less frustrating
Xen
#62 posted by
Vondur on 2004/03/18 10:24:29
sorry about causing frustration, as i said this map is not for nervous people ;)
and i don't like open areas in quake ;) i wanted to make dark tunnel-ish map, so here it is...
Nervous?
#63 posted by
xen on 2004/03/18 11:46:30
Pfft... no, just people who get bored easily wandering around aimlessly without any monsters to kill ;-)
And didn't mean open necessarily... but twasn't a critisism anyway, just my own taste
Its Interesting
when i played and reviewed this map i found the pathway to the blue key very quickly. i think i look for clusters of monsters as a way to plot my path, or just go the way that seems to make most "sense" [whatever that is!?!].
i have played a lot of quake 1 SP maps so maybe its become like a hidden instinct to find the pathway!
im not really sure, hehe.
but all told a very interesting map conceptually, i came very close to giving it 19/20, i must admit.
Yarg!
#66 posted by
necros on 2004/03/18 14:07:33
i finally played it! it's a nice looking map, but it's damned confusing. the layout of very convoluted. i didn't really like it because of that... i was lost often. also, it's not clear which route to take at the start.. it looks like you can take both routes... it's still pretty hard at the start before you get good guns. also, i was running out of ammo quite often with only the gl to fall back on...
the ending fight was pretty cool.
demos:
http://www.planetquake.com/necros/temp/ac_demos.dz - 1.5mb
in ne_ac, i die fairly quickly, but in ne2_ac i finish the map.
/me Loves Vondur For Making Cool Q1SP Maps :o
feel free to ignore scores if you hate them :)
Hurrah!
#68 posted by
xen on 2004/03/18 14:54:33
Just managed to complete the mission :D
Had to noclip to figure where the secret entrance was.. kicked myself for not realising sooner.. nice idea :-)
Btw shadowalker: I'm thinking you might be in the 2nd last room.. you have to slope-jump up one of the ramps to get to the ledge
Welly Well
#69 posted by
Vondur on 2004/03/18 15:51:22
necros: i just wanted to make interconnected tunnels of death, seems like i succeeded ;)
underworldfan: i do :)
xen: congrats! but a pity for noclip usage...
Well
#70 posted by
LTH on 2004/03/18 22:17:26
I found my way through the map very easily.... until I tried looking for the supersecret.
3 Words
#71 posted by
. on 2004/04/12 04:52:28
I love you.
Best map ever.
Not enough health.
Still don't care.
Really awesome connectivity.
Brutal end fight.
Single player paragon.
Vondur go map.
Yes
#75 posted by
Kell on 2004/04/12 08:31:21
indeedy
download it, crustaceous one