Latest reviews

For Tremor in Mods
Everything I want from a Quake mod, period.
This was a really cool map. I had a lot of fun playing it. But I was sad to come to an end too quickly. With that I mean I wish it were bigger and more complex. Still a great, great map.
Skill
Nightmare
Was hungry for Drake content. Was happily surprised seeing Drake content in 2026.

Being a first release it's not bad, I'm honestly surprised you went with something as ambitious as Drake for a first set of maps, but there seems to be an pretty solid understanding of the mod's mechanics.

Like others have said, first thing off the bat is that maps are super blocky and room-to-room, like a super old 1996/7 map. That comes with time, I did notice a number of odd leaks in the geometry, a little too many to count but I know off the bat in the first level there's one by one of the first hedges you pass.

Biggest thing to improve on with geometry is really just the spacing. A lot of times, there's a lot of awkward, empty space. Making things tighter and smaller is better for quick manueverability. Big example is that section in episode 4 with the big lava pit where you had to hop on a moving platform. Does it have to be that long? The sole episode 3 map is a bit of an offender in this regard too, both outside and inside the main pyramid in the middle. Alternatively, adding combat encounters in these areas is a good way to keep someone engaged, but with that...

... Ammo/health pickups. Pickup distribution felt super weird here. I'd find myself seeing more than enough health pickups in a small room with a couple enforcers and modified grunts, not a tough fight. A few rooms down the line, I'm fighting Armagon, getting my ass kicked, and scrambling to find-- no pickups in the room with the whole ahh boss in it. Putting pickups near harder rooms is better, and more ammo was often needed. Drake caps rockets at 50. There were almost zero armor pickups throughout the whole thing. It felt a little awkward then running into a whole bunch of health pickups together, like an "omigosh so sorry here's a million HP!" It feels a little messy, spacing out healthkits a little better (whilst putting more by harder fights) makes things flow smoother.
On account of weapons, I found myself using the vanilla repertoire more than anything else I basically only got special weapons from enemy drops, which was unintentional. Drake offers a lot of cool weapons, but it's easy for both mappers and players to use the same vanilla weapons. Forcing more unconventional weapons like the MIRV/Sidewinder whilst not providing a regular RL for a bit is an example of challenging players with the Drake arsenal. Of course, with a lack of cell pickups minus those huge panic drops in the penultimate level, the new cell weapons weren't of much use.

Secrets were alright, heck even quite good for someone's first map. You have a good grasp of using breakables, although I recommend more small cracks in 'em in the future. It's more or less a standard practice, and I think that would help greatly with the room in episode 4 where you had to break the 4 beams on the ceiling to drop the big drill. I had no idea what to do until I started firing rockets haphazardly around me out of boredom (shrinking that room would also help a little, even compared to the drill, it's super big). Was a little sad some of the big vent systems in episode 4 didn't house any secrets, a lot of missed potential there. Good to see breakable secrets and one behind the portraits in the castle map. I think it'd be cool if more unique Drake items (ie special armors, heart of darkness, tome of power) were in secrets, as well as special ways to access secrets with things like the boots of levitation or...

The grappling hook. You get it pretty early on, but it seems like everyone forgets about it. It's good for moving through aforementioned giant maps or annoying mobs of allied AI, but having boss arenas that have areas that you could grapple to for strategy or hiding secrets behind grapple-exclusive spots would've made things interesting.

Last thing I'd like to share is my opinion on the bosses. As others have said, too hard. This mostly stems back to the issue with resource pickups mentioned earlier. Biggest examples are the black dragon in the third-ish map, the gugs and Armagon fights in the final prison, and the final level. The dragon especially-- how the heck would you even beat it? All the pickups in the map are not enough. I had to go god, quad damage, impulse 9, and then use the blizzard cannon to finally kill it. Without cheats, I ended up just running. In the prison, I was running very low on health, even with the all the allied AI on my side. The final boss... hooo boy. The scarce weapon pickups at the start weren't enough ammo, and basically no health pickups. That enemy in the center is a Sha'Vile, meaning it's got the hitscan attack of an archvile, with way more range than a regular Shambler's. You are being attacked by vores, shamblers, and a sha'vile... in an arena with zero cover. You have to bait infighting to have a fighting chance. As per the CEO fight, zero health pickups, zero armor... that's when I went full god, quad, MIRV... the arena itself is empty and blank, another way to minimize all that empty dead space is adding cover alongside enemy encounters. Just a few pillars isn't enough against an enemy of that speed and intelligence, never mind varied arsenal. Sure you have a crapton of allies, but it's important to remember that their navigation AI is jank, their weapons are weak, and they basically inevitably die. In episode 3, they all started telefragging themselves as they entered the portal to the top of the pyramid (see image) I know it can feel cool and even goofy having so many allies, but it kind of just feels awkward when you do most of the fighting + they inevitably die + you struggle walking through all of them. I think Tronyn himself only used about 4-5 allies at a time in the handful of maps where he included them.
image.png


All in all though, I hope all this helps if you're still working on this, or choose to make more Drake content in the future. Even Tronyn's first releases weren't perfect. If anything, I'd say look over the readmes in the devkit folders for Drake to look at the health values of enemies and ammo counts/weapon gimmicks, and if you haven't already, play through ARWOP, Unforgiven, Something Wicked, etc. that lead up to Drake's creation. It might provide a good picture of solid encounter design. Good work.
Skill
Normal
Very nice.

I'm quite impressed with this map; the architecture and outdoor areas i find impressive, the lighting and monster placement pretty ok.

There are some bugs;
- Doors that don't open/shut properly
- All monsters are pre-spawned, and triggers at far distances
- No secrets tally

It looks like the author would like to create own objects for the map, especially trees. May i suggest a good look at the Blender software, and at a Quake mod that supports/already have models? (i think Arcane Dimensions or Alkaline does?)

...Somehow i feel this map ought to have been made under Arcane Dimensions...

All in all a quite handsome map!
Thanks for Your work, and thanks for sharing!
For Runoff in Vanilla
This is a small map with an industrial theme, it starts you off in an outdoor area teeming with enemies and quickly makes it clear that tracking down the five secrets won't be easy. There is a specific area where, if you fail to flip a certain switch, the only way to access it again is to restart the map which is exactly what happened to me. The interior sections especially the central area, which houses two secrets near the acid pits are very well designed and look great thanks to the enhanced "Makkon" textures. At one point, you venture underground into a zone with a laser trap, where the enemies try to make a strong impression with their strategic positioning though ultimately, they succumb to the power of my firepower. I am awarding four stars for this debut effort the fourth star is to encourage the creation of future maps. All in all, it is a very successful first attempt!

Skill
Normal
This map offers the player a truly unique gameplay concept. You have to fight your way up through multiple levels inside a rocket, eventually exiting via the blown-out core in a climactic finale. The music has a rather energetic, driving vibe though it might not be to everyone's taste. I really enjoyed the fast paced action honestly, the rhythm even spurred me on to play faster in my own style. The texturing was very well executed, despite minor flaws, but the lighting really cast everything in a positive light. A small map that is nearly perfect.

Skill
Normal
Very good. Nice take on a 'open' map!
The level design is nice - i feel it could have been utilized a lot more, as there is potential for dozens more of rooms and corridors - it is absolutely beautiful made for a 'industrial' setting.
...It wouldn't even have felt off with a few monsters in the skill selection map...
Second map? I'm getting high expectations for the third...
Thanks for Your work, and thanks for sharing!
Nice little 'first' map!
The brushwork and lighting is a bit simple, and there are beam-in monsters in the basement. But this will improve. General monster placement quite good.
The important thing - the ideas - are in place! I'm looking forward to see what the next map will be like....
Thanks for Your work, thanks for sharing, and welcome aboard! :)
P
piqulsky
Thanks a lot for the kind words! I really appreciate pointing out what can be improved :)
For Tremor in Mods
A few dark spots (with fiends hiding in them) and a possible softlock on Ironwail fails to mar what is a sublime experience.
Skill
Hard
For Runoff in Vanilla
A quick, simple map where we have to fight our way through a hundred marines in something resembling a dam or hydroelectric power plant. Aside from one rather unusual leap of faith, everything is very forward. The somewhat sparse, blocky architecture, lack of any music, and an unceremonious ending make this a candidate for a solid three-star rating. Nevertheless, it's a pleasant time.
Skill
Hard
A well-designed map for fast-paced progress. Consequently, there's no time for exploration. We practice techniques for dealing with danger in a tight interesting place. I didn't like the texture work, it was a bit too psychedelic and abstract for my taste. The default music volume was too high, which I quickly adjusted in the options. The track itself was very enjoyable.
https://www.youtube.com/watch?v=HzfKEzJ0_qI
Skill
Hard
A fantastic set of maps. The first doesn't yet offer a glimpse of what's to come, but once we enter the base and begin freely exploring, the intensity reaches its limit. Secrets, duels, and exploration are endless, and the scale of the encounters grows exponentially. Beautifully designed.
https://www.youtube.com/watch?v=g8oQPxyZCAc
Skill
Hard
This was really unique, I loved the brushes and the way you used the textures. The second point you mentioned about "Use enemy combinations, geometry, weapons and environmental hazards to create encounters with different combat problems." particularly about geometry and environmental hazards is in my opinion the thing that makes great Quake or at least that's what I love most so I'm glad you approached it that way. I would have loved some more exploring or interconnected design for a choice of how to progress but that may not have been the goal so that's just my taste.

I have a small bug to report, I was a little too far to one side when falling down the chute at the end and fell out of the map.
Skill
Normal
This map once again demonstrates the incredible attention to detail and narrative depth that author zbidou72 has achieved with the release of the Alkaline User Map "Null Bearing Redux." You hardly know where to look or where to go next. The enemy placement is excellent with well over 300 foes meaning you really need to scout the area carefully before wandering into a line of fire from afar! Much of the gameplay takes place outdoors, though the action centers on a massive submarine anchored in a harbor basin, defended by a wide variety of adversaries. The interior areas are also incredibly detailed and crafted with great care. I discovered many of the secrets by chance, they weren't easy to reach, but they provided crucial tools to help me progress. Almost every major section was populated by waves of diverse enemies that had to be kept at bay! Despite the map's massive scale, I would highly recommend it to anyone. It is a top-tier map that keeps you motivated to keep playing even if you happen to meet your end a few times along the way!

Skill
Normal
For Ixtromaton in Other
Absolutely LOVED it! The arena fight was very nice and genuinely left me wanting more, which is definitely a very good thing! Really looking forward to more maps from you.

https://www.youtube.com/watch?v=9qLFlt6cjk8
Skill
Normal
The map itself isn't anything special, decentand very playable, but the time teleportation mechanic... It's a fantastic trick that creates many opportunities for interesting exploration. Reading the author's warnings about the difficulty level, I cautiously chose medium. However, the map is relatively polished, and aside from a few traps that required a second attempt, the entire thing was playable on a gamepad. Secrets also drop naturally, I only found half of them, but they were hidden behind interesting puzzles.
https://www.youtube.com/watch?v=f_zYqpfhf4o
Skill
Normal
A map traditional in structure and concept. Pleasant in its simplicity, yet entertaining nonetheless.
Skill
Hard
A huge and challenging map. Lots of ambushes and tough monsters. After 20 minutes, I had to ditch the gamepad and switch to a mouse with quicksave and quickload. You can't afford to waste ammo and have accidental hits in this map and one of the killroms let me know that the gamepad lacks precision. Lots of secrets, very well hidden, because I found almost none :) I think there are hidden enemies and gameplay behind the secrets. There must be a jetpack or double jump somewhere. I generally don't enjoy large maps, but this one is quite linear and hard to get lost, wraps around itself well, and is focused despite its size. The game played well and was on a razor's edge.
Skill
Hard
A great map pack with a wide variety of quality. Some maps made me grateful for all the wonderful textures we already have, while others were absolutely astonishing and will surely become canon. Despite the differences, all of the maps were a lot of fun to play. Thank you very much!
Skill
Hard
Great map, fast-paced, intense arenas with combat, but also a touch of exploration. Perfectly balanced. I had a blast.
https://www.youtube.com/watch?v=nEQDbSf1Mhg
Skill
Hard