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New Q1SP: Grendel's Keep By Distrans
Distrans writes: The Travail prequel level Grendel's Keep is finally ready. Some old screen shots are here. Special thanks to negke for riding me until its release. This level is dedicated to Droog_Andrey.

Download: http://www.quaketastic.com/upload/files/single_player/maps/qt_pre02.zip

Special note: requires the Travail mission pack to play.
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Great Map! 
I was particularly impressed with the secrets -- even if I only got 4/8 -- and how the teleporters "opened up" to allow for easier backtracking. Good layout, well-balanced difficulty -- on normal, at least -- and a nice mix of textures help this map shine.

Great job! 
Awesome! Thank You Distrans! 
Dude is starting to rise up to my top 5, definitely.
This map is a nice big hunk of Distrans goodness, with all the hallmarks of his style - great secrets, wierd but great texturing, a very clean build, and several distinct "themes" kind of smashed together, in a good way.
Everything Generic said - I never felt like I was going to die, so I would have liked a slight increase in difficulty on hard, but that's probably just me.

Secrets were great, and I'm looking forward to replaying until I can discover the few I missed!

Negke - I'm glad that you rode Distrans til release, even though I'm not sure what that means exactly. 
Great Map, Good To See It Released Finally 
Drew: I actually complained about it being too hard in places on skill 2. So either distrans toned it down again or you are teh 1337.

Atmosphere > difficulty. 
 
Non-"broken" zip here: http://www.quaddicted.com/filebase/qt_pre02.zip
You will probably be able to extract the other fine but to me it seems that the header is broken.

Loved the map. More later. 
Qt_pre02: Shadow Of The Distrans' Riders. 
A new QSP offering! And from Distrans, no less!!!

Great architecture, awesomest(!) blend o' textures.

Good fights, tried out only skill 3, died 2 times in the last room, 6/8 secrets (at least one found in a non Kosher way). The level is a little underpopulated, and this is probably a good thing, lots of atmosphere here (Negke: agreed). Sure, it's not hard as it could, but, given the kind of heat Dis received upon Ruined Nation, I wouldn't complain about it. This is a great offering!

SPAWNS!!! So nice to be greeted by them!
Why don't they get more love?

Juggernaut: not really threatening, you're able to bomb him well before he even gets near... A flock of red enforcers would have been a little more innerving.

Fantastic backwards connectivity, apart from not being able to get back up after final fight to search remaining 2 secrets (useless, I know, but I always like to grind monsters first and then complete the secrets count).

Awesome effort, Dis, Thank you!
Come back soon with some other stuff this awesome!!! 
Edit Function Would Be Most Useful. 
But, I did a 2nd run through, found all secrets the intended way and a coupla unmarked ones(neat!).

One thing I did not mention in the previous post is the optimum health/armor balance in here.

Gorgeous scenery. 
Spawns 
The raisins of Quake. 
Distrans... 
... again released a pure jewel.

We want more ! We want more ! 
I Take It Back 
I replayed it today and I think it actually benefits from not getting too heavy until later on in the level.

I withdraw my previous statement. 
 
Cool map.

Layout feels pretty Kona-like in parts.

Difficulty is well balanced, until after the silver key where too many of these blue enforcers show up in cramped spaces.

I didn't finish it, because around that part I started dying too often and got frustrated.

I think the blue and red enforcers suck, quite simply - sadly, this reminds me of the crappy Quoth enforcers (and the difficulty that comes with those) in Ruined Nation. One of the problems with those is that they have ridiculous HP - the red guys are super hard to kill, which feels crappy. Are they made of explosion-resistant titanium or something? Meh.

Well. I got lost after the button that opens all these security panels - I ran around looking for them. Did not find where I was supposed to go until I had pretty much gotten lost, which contributed to my frustration.

Basically, unreasonably hard monsters + getting lost = frustration = I Quit.

Otherwise, this was cool .

Thanks distrans. 
Nice To See It Released 
I helped test and that was over quite a long period of time. Distrans takes his time with his maps and it shows in the quality.

I liked the classic Quake vibe even with newer textures. The exploration and winding layout was fun along with the Zerstor gore. I had enough practice that I could record it start to end without dying on Hard but that's because I had practice and knew where all the secrets are. While I don't know the mechanics of the Red Guys, I believe you need to keep mhammering on them or they regenerate but I could be wrong. I fought them aggressively but was more cautious with spawns. 
5 Or So Grenades In The Face. 
And they goes down. 
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