Cool visuals that feel fresh, a visual theme we haven't seen in Quake yet.
The open layout is nice, sometimes a bit confusing, and there are some interesting combat encounters. Towards the end of my playthrough I was a bit frustrated because I had quite a few rockets but no weapon to use them with, feels like I missed a grenade launcher somewhere.
"Connected set of puzzle/trap rooms" is not my personal favorite Quake map genre, but it's certainly legit. And this instance is put together in an interesting way (once you get a bit further into it) with great presentation. Really glad I tried it only AFTER the item tweaking because yeah the ammo scarcity felt like it was just where you can feel it a bit on skill 2.
This map gave off some Amid Evil vibes and that's a good thing! I thought the map design was outstanding. I loved the idea of having to collect all the orbs and each of them having what seemed like small little sacred place that they were being kept. The overall environment really felt like an out of this world actual place that you needed to explore. I'm a big fan of the pacing too. I wasn't constantly being bombarded by enemies. There was time in between encounters to look around and figure out what's going on and explore. Overall, top notch map! Very very pleased with it!
This was great! Wonderful brushwork and use of textures, especially in the outdoor zones. The distant facades making you feel like you're in a much larger environment were a nice touch. The secrets were quite interesting too - it's pretty rare to see secrets that let you directly manipulate the fight itself, and the areas they were contained in were very detailed, like ruined/crumbling maintenance areas hidden in the walls. There is the pit secret that can softlock you unfortunately, but Mazu already mentioned that. Overall, I had fun!
It's fun, challenging and the non-linearity is very well crafted that adds to replayability. The aspect I loved the most is the tone, it gives the feeling of an opressive atmosphere of a ancient elder god temple. Loved it!
Interesting map with some fun sudden combat encounters and nonlinearity to item progression. At the very start ammo is really tight on skill 2 but later you will have full shells and nails with 30 rockets or so. Visuals are pretty nice too and I like some of the creative secrets. Really like the optional challenges that reward you as well.
Few issues that I noticed are not terrible mistakes but very obvious problems and could be fixed easily. Such as one secret allowing you to get stuck on platforms that won't rise. Few doors where knights spawn with the blockers are z-fighting the walls. One of the vores didn't light properly on the cage encounter.
Someone might call getting stuck on the spiked wall a problem but its clearly designed in the encounter so no problem there.