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?