Latest reviews

super short :p but damn, map got me hooked on vanilla maps again. map had 1 enemy left just as i was starting to warm up.
Slightly labyrinthine but still manageable, neat showcase of the new jump pads and trails. I liked the space that the player had at their disposal.
Skill
Nightmare
Not bad.

It's my personal opinion, but I would let player to go through entire map before let start final combat. I skipped a few areas on the first run and did not get nail gun. Also jump stairs... :D
Skill
Hard
No problems with 1.2.2 installation in extra directory.
A nice little map I enjoyed to play as a snack before supper. Kinda labyrinthical, but not too confusing. Secrets 2/4 on first attempt, very good for me.
Not perfect, and charming in it's imperfectness, really fun.
Okay, I don't like boss fights, but on skill 0 it's not so difficult to fight this boss.
Thanx, that made my evening.
Skill
Easy
Maybe I somehow clumsily updated my version of alkaline to 1.2.2, but the fast descents and ascents, which were highlighted in red and yellow, did not work for me.
Tonhao
Tonhao
Weird. I tested the map on all difficulties and this never happened.
Try using the alkaline 1.2.2 devkit in another directory separate from old alkaline versions.
Had some fun with this! I think the change from Defenders to Eliminators must have really helped this map, nothing about the enemies stopped me from blastin' and the level progression felt unique (loved walking atop that crane thing) without getting bogged-down with a giant key hunt or multiple paths.

I echo the other reviews in saying that the visuals are pretty lackluster, I liked the idea and visual layout of the rooms but the actual texture choices were very chaotic and all of the texture scaling was a bit unpleasing to look at. I did really enjoy the ending though, getting that little glimpse of medieval bestiary and a skyline was a neat topper to a map otherwise filled with grungy tech-sewer-base aesthetics.

Great effort for a map which I assume is your first. Here's a video of my blind playthrough. I missed a nailgun which I'm sure I just looked over because I'm playing in an overly well-lit room.
Skill
Hard
Map is not sealed.

Combat is simplistic and I found myself getting stuck on ladders.

Not a fan of the enemies where grenades bounce off of them, especially when I was saving grenades for real tough combat, and ran out of shells and nails, then ended up throwing grenades at grunts that... don't take grenade damage, lol.

Textures were scaled both up and down in some places, making depth perception and overall texture work just look ugly.

If this is a first map, I think the scale and scope of the project is commendable, but I'd be more forgiving if the map had been sealed. It's one of those things where if you don't know what vis is, you just shouldn't be releasing the map.
Skill
Hard
V
velcrosasquatch
I'm embarrassed that the map is not properly sealed. I thought I had everything caught everything in the compiler. I would very much appreciate identifying the problem areas for an update, so feel free to message me with the particular areas you felt were iffy looking or improperly balanced.
Regardless thanks for your criticisms and I'm sorry the level wasn't enjoyable for you.
I can always appreciate Facing Worlds and de_aztec. Quakebow road was a riot.
Skill
Normal
Very enjoyable. Relatively simple architecture but good layouts for the fights, some fun little set pieces, and paced well.
Skill
Normal
Very charming old school progression, felt and looked half-life-y in a way with cool setpieces required to go forward. The combat is fun, think there could have been a couple more monsters added to the higher difficulties or even a bigger variety but what was there was good. The sci-fi flavour text like "security X turned on/off" is not immediately obvious as to what door or elevator it corresponded to but it's hard to get lost in the map, so it's not a big issu. A nitpick would be that 2 elevators seem to not allow for backtracking in an ideal way, wanted to find the 5th secret and if it was near the start then one would need to noclip, getting the other 4 was fun though even if they were quite easy. Eager to see future releases!
Skill
Nightmare
Good map. Has vibes of 90s map style. Also, reminds Shrak )for Q1) and Juggernaut (for Q2) sometimes.

I would add marks where to go, in case you get lost or you save the map and load it sometime later, you can forget what areas you cleaned etc.
Skill
Nightmare
Really fun maps. Nothing really stuck out as painful or bad for gameplay. Sure some maps can be flawed, but all of them were enjoyable one way or another.

RJ with Quakebow Road takes the crown as most unique and memorable experience for me. Speedrunning the map was a joy!

Strideh wins the build quality award from me and the map was a joy to play as well!

FW's map was the gameplay king. Super cool layout and encounters.

Props to everyone recreating classic layouts in very faithful way too such as Colossus with Oasis de_dust2 remake. BmFbr with Furious Heights remake from QL, such nice look to it. And everyone not mentioned, great job! Really enjoyed all the maps.
Skill
Hard
For Starslave in Copper
Just finished playing this. Really great map, great gameplay overall and the attention to detail made the lore messages and secret areas interesting to find!
Skill
Normal
I really like this one. Same as before, Ironwail in dotm.

The layout is fun, like a giant rusted bathtub. And the walls going up and down are cool.
Skill
Normal
I wasn't sure how well the metroidvania aspect was going to work going into this map, but I really liked how it turned out, and how simple the gating systems were as they tied into weapons.

I also really liked the little model of the final area with the buttons indicated just before the area itself.
Skill
Easy
Tried this on Kex/Rerelease as I couldn't quite wrap my head around how to run it in Ironwail, was super fun and challenging, had to drop it to hard due to the 50hp. The sparks on the cables are really charming and the layout is decent.
Skill
Hard
Highest quality possible. I am not even a fan of horde mode, but this map is fun indeed
Fun map. I liked the horde additions from the remaster.

This will actually run fine in Ironwail if you load the map into the dimension of the machine folder, all the horde stuff is just quake c tied to that.
Skill
Normal
Just wanna join the review party and say that the lo-fi remixes of the OG Quake tracks, the headphone-modeled rune, and the con-back and menu sounds were all good fun.

Standouts for me were maps by PBQ, FW, and RJ. Strideh's map is beautiful, and I'm impressed by the amount of level and combat packed into that boat. bmFbr's map is also especially pretty imo, though a bit easy for my taste - I just felt like I wanted more!

Sodium's Blood Gulch remix was a nice idea, and the combat was really fun and hectic, but progression was confusing. It seemed odd that I had to rocket jump or ramp just to make critical progression (unless I missed the normal path, which really isn't clear if so). I would just love to see something like that done with a bit more care and polish, because the combat was really exciting!
Skill
Hard
WE RISE
Skill
Hard