Latest reviews

I like it. Awesome mix of classic maps.
Oh dear, has it already been 28 years?

This is such a wonderful transformation of ep1. It's a strange feeling when you suddenly find yourself in the "wrong" part of a map that you know by heart.
The transitions between maps are excellent.

Will take up the challange to get out with two keys in hand.
Skill
Hard
R
~rj
Hint... you don't actually get 'out' with two keys in hand, get to the very last room and have a look around ;-)
I'm just thrilled! Wonderful job! You run without suspecting anything, and there's a corridor outside the door that shouldn't be there at all. Exploring the dungeon for the first time is surprising and impressive. I want all the episodes to be combined into one such modification!
Skill
Normal
Short and sweet. Perfect choice of music. A couple of small niggles:

1.
The secret is really no secret at all as it opens automatically when close and it's a small map, so almost impossible to miss.

2. There's a grey small area in the underwater section of the cave, which seems a bit odd that the author missed as the map is so lovingly crafted otherwise.

3. Sometimes I catapult out of the water, so I end the level before I can kill the last monster. Other times it's frustratingly hard to even get out of the water and end the level. So that section could be smoother.

But atmospheric and nice, would like to see more from Null.
Skill
Nightmare
Null
Null
These are known, later on i plan on doing a big update to the downstairs area and probably the ending cave as well. Thanks for playing!
Another good example that size doesn't matter. I have found everything I appreciate in a good Quake map. Tension, action, atmosphere.
Skill
Hard
This small map offers feeling, atmosphere, suspense.
The music fits perfectly with the enviroment.
Thank you for this experience.
Looking forward for more .....
Skill
Easy
Pretty good slaughter map. Lighting can be a bit straining to look at but regardless this map is beautiful.

As far as gameplay goes it's slaughter so you're going to get multiple waves of enemies spawning in when you reach certain arenas. I find it pretty enjoyable but it does get tedious torwards the end. Pathing can also be a bit strange in this map. i wish you would've indicated shooting the electric panels does things.
Skill
Normal
This map is absolutely amazing! I've said it before in regards to Red Ranger but this map absolutely enbodies the city aesthetics than quake can provide.

My only problem with this map is how big it is and how long it usually takes me to complete it. Absolutely incredible effort
Skill
Normal
Incredible work!

The problem is that it ends.
Skill
Normal
Inectha
Inectha
Thank you Mizuki010! (Zipcode 010 for Rotterdam by any means? Your feedback is much appreciated. I am making a concept for something new, so stay tuned :)
Nice map!

Incredible for just a week.
The Cave is beautiful, a minor problem that I found, was how difficult it was to navigate through, try to add some clip brushes next time.

And take it easy with the texture resizing, it can look weird depending on the case, but not this one!

I'm looking forward to seeing more maps of yours.
Skill
Normal
It was a short and sweet experience, it made me feel creepy, its a 4/5 starts for me but what sold it was the creepy feeling on the map, the music was appropiate for this, 5/5 the star was earned with the music! keep it up Null!

Norm, Copper, just 2 kills missing
Skill
Normal
A map in the style of the Doom game. Linear. Almost everywhere, upward-rising doors have the error of superimposing their shimmering textures on the walls after opening.
Chuma
Chuma
You got it! my style as always, thank you im glad you had fun, hugs and best wishes for you :) and thank you a lot!

I've been practicing about having some spaces for the doors to lay or stay after opened, the map has some but not all of them... will keep practicing in the next mapping projects! EXCELSIOR! :)
Similar thoughts to h4724 but I do want to big up the realised scale of the puzzles and exploration achieved by Milestone and Zigi in such a short amount of time. Zigi's had a very cool exploratory vibe under a super intense combat atmosphere in a beautiful Sandy-esque place. Milestone's while simple on paper when it finally clicks in regards to what you need to do, it's appreciated as it's less seen in Quake.
Skill
Nightmare
Some maps are interesting and others are ok, but overall a very decent quality jam. You can beat all maps in one short afternoon. Recommended!
Skill
Normal
Most of the maps are very interesting and they are made of very high quality.
@4LT The encounters got a lot of fun high-pressure moments on nightmare out of very simple setups. I especially liked the knights in the pillar room, though I might have liked it more if it didn't let me back out. I also like the start map visuals and would love to play a full map in its style.

@CommonCold odd layout, very linear. I enjoyed the scrag jumpscare and the end fight. The secret was a bit lame.

@Milestone interesting vibes and exploration/puzzle gameplay. I thought the combat let it down a bit at times. I found the red outdoor section with the scrags annoying, especially with the death pit. The end took me a while to figure out.

@Lobotomy-Lobster the scale was larger than would normally be good for Quake, although the way the encounters were designed made me glad for it.

@iYago I appreciated the super tight use of space from a design perspective, but unfortunately it didn't play so well on nightmare in a lot of cases. The platforming mechanics were nice even though I wish you did more with them.

@mrtaufner Nice visuals, solid gameplay. I thought the blue side portal was the best. The overall structure didn't enchant me but it works well enough and it's a speedmap so there's nothing to really complain about. I didn't really understand why all the resources in the final area respawned, nor why you had a fiend trapped in a tiny corridor that you could just shoot from outside - if it was supposed to be an ambush, it saw me early and gave itself away.

@ExaByt I still haven't listened to the music jam, but the track in this map by @Aesopolis caught my ear! Very nice atmosphere, though if anything it's a touch too visually cohesive and I wondered what the second element was to make up the jam theme. The gameplay worked well with the fog and precarious geometry. I liked the unmarked secret.

@zigi I liked the architecture. Explosive gameplay!
Skill
Nightmare
very versatile and very pretty! 😀 MANY different styles, and MANY different colors and shades to pick from -- there's a makkon texture for whatever needs you might have, and i think they can really elevate a quake map (like with trimsheets, for example!). while creating levels, the textures are also pleasant to use and intuitive to apply to brushwork.
Don't have time/energy for a per-map breakdown but I did want to go ahead and contribute a review + congratulations. Not all successful experiments here, but all at least interesting (IIRC) and a few that knock it out of the park.

There's a lot of different interpretations of the theme; some spooky, some cozy ... some evocatively real-world, some super abstract ... some meditative, some explore-y, some puzzle-y, even a bit of hectic action. But all of them unusual and fresh. Thanks!
For Gubbins in Vanilla
the undersize was also for me annoying and especially the door, some room were also kind of to 'boxy' but to be honest I would be happy to make this as a first relase :) btw thanks for releasing it
A
angryuros
You're welcome!
This episode was incredible bro. I found myself constantly impressed by the design of the levels and not just the geometry but their clever use of enemies and traps too. I played on medium difficulty and I must've died at least 64 times lol. Every level got better and better, and with each passing hour I got increasing paranoid. It was awesome. Zigi and Newhouse did a damn fine job with this one!

*The version I played was through the Add-On's menu for Quake enhanced.*
Skill
Normal