
Well
#1 posted by
Vondur on 2025/10/15 21:30:16
this is rather unbalanced and unplayable level, exited it after 5 mins. you probably have to split it to several maps for smoother gameplay... or maybe have tested it a little bit more. i see u put alot of efforts into the brushwork... but balance is nonexistent, i was out of health in a mere 5 mins...
and 1155 monsters?
probably i just can't play quake =)
#2 posted by
metlslime on 2025/10/16 07:00:30
the aesthetic looks cool and cohesive, from the screenshots and trailer

GodMode Rescue
#3 posted by
JPL on 2025/10/18 16:16:05
I agree with Vondur... you've gone too far in the difficulty.. it is too much imbalanced...
Well, visually the map is really nice..
Maybe some beta testing sessions would have helped to resolve this issue (or you are a fucking good player)

Played A Bit...
#4 posted by
metlslime on 2025/10/18 22:11:15
The mood and atmosphere are really nice. Love all the details like zombies impaled, ribcage torch holders, zombies trapped in teleporters, etc. The environment is also very 3D and interconnected, and rewards looking around, especially due to the number of secrets. You often revisit the same spaces with new enemies and new goals. It's nice to slowly understand how everything fits together and see other areas through narrow windows.
Gameplay wise, I played on Normal and it felt like Hard, but with enough save scumming I felt lack of ammo was not the problem, only the overall challenge of the setups. But the setups themselves felt interesting and thoughtful rather than just horde combat. I also appreciate the generous supply of quad damage and rings of shadows to help with some encounters.
Some specific feedback:
- all those 8-unit-deep sections of floor should have clip brushes in them so you can run and strafe smoothly over them. I constantly get caught on them as I move around in combat. (The reason for this? PLayer auto-steps up such lips just fine when on the ground, but if they are airborne they won't auto-step until they land. When running across these, they are small enough that the player is still falling when they hit the lip on the other side. If they were a lot wider, the auto-step behavior would be sufficient.)
- also a lot of details on walls that sick out 8 units are too easy to get snagged on in combat, especially in narrow hallways. those should also have clip brushes to smooth the player past them. (side note, I realize after playing more that some of the secrets rely on doing jumps to and from narrow ledges like this, so perhaps it's tricky to allow players to stand on tiny ledges while also preventing players getting stuck when strafing in combat, while being consistent to the player. Both goals need to be considered.)
I'm going to post this now, at 157 kills, 29 minutes, and 4 secrets. Since this map is epically long, it might be a white before I finish it.

Insane!!!
#5 posted by
Trinca on 2025/11/13 12:05:28
Played a bit and gor frustrated 1500 monsters on hard is just insane, please part this into a episode with several maps will be much more fun ;) ATM is unplayable level