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Absolutely goated 🐈
Skill
Hard
Very close to being a great little gem of a map...

I see what you're doing here and like the idea. The concept of having a mostly empty "hub" to go through between the dungeons is a good swing at a kind of pacing and atmosphere, and it's nicely eerie at first, but yeah I think in the end it is a little bit too much empty space.

The ending is also a bit of a wet fart? I know it's always hard to figure out how to end a Quake map in any novel way, but it really feels like you ran completely out of steam just at the finish line. :-) Also (minor thing) it's a little odd to show a couple of interesting spaces -- doorway behind glass, and the area with the computer console with the standard "shoot me" button texture on it -- that I'm _fairly_ sure are not actually part of the playable area. Granted, I missed several secrets, but out of curiousity I noclipped around there a bit and they seem like dead space.

Anyway...

The construction of the map, especially the use of outdoor-ish spaces, are great to look at and explore through. Even with the sparse monster placement there are some fun surprises and fights as well. Definitely worth playing IMO!
vodselbt
vodselbt
Thanks again for the considered feedback Joel! I can't disagree with any of it. I had an idea with this one and saw it through, which I'm proud to say. But for a long time I've known what I would do differently. For my next map, I think I'm going smaller, denser, more intense, and shorter.

Thanks a ton for playing it, for the feedback, your honesty, and the support!!
I thought the architecture of the map was really great in places because of its winding and non-linear nature. However, the battles felt very random at times and were not particularly challenging. The distribution of weapons and pickups didn't really make sense to me either. Meeting zombies without being able to kill them always annoys me a lot. Apart from that, I had a lot of fun. Thank you.
Skill
Hard
vodselbt
vodselbt
Thanks for playing another of my maps Gonzo! It really means a lot. I think we're on the same page re: the empty space. I had something in mind when I designed it like that. And I know it's struck other players differently, some like it or just don't. But, like I said to Joel, I want my next map to have a whole lot less empty space.

I am curious though... do you have any sense for what elements of my encounters that are contributing to that "random" feeling you mentioned? At any rate, thanks again!
For Harvest in Vanilla
Thank you very much for this card. As someone who doesn't know the model, I can't say too much about the realisation. What I noticed negatively is the lighting. In many very dark corners I couldn't recognise anything at all and at times I was very lost.
Skill
Hard
An interesting idea and architecture, but in some places the map is empty.
Skill
Normal
vodselbt
vodselbt
Thanks for taking the time to play this Andrew! I'm glad there was something in there that you liked. And I'm going to take to heart what people including yourself are saying about my use of empty space. On one hand, I think maybe it's an expectation thing among players of Quake custom maps. I was playing against convention a little, but I am fully willing to own that I did that perhaps not entirely successfully. Next time: smaller, denser, more intense, and shorter.
I was able to get this working without much issue on Linux:

Code:
git clone https://github.com/VoidForce/QSprawl.git
cd ./QSprawl/Quake
make
./ironwail -basedir /path/to/sprawl_v1_1


(NB: spawl will not work with modified paks, so if you customized them, be sure to drop the vanilla id1 in the spawl_v1_1)

playing id1 levels with the spawl kit is a hoot, although the weapons enemies and movement are all clearly a bit mismatched, it's a lot of fun to mess around, and custom maps designed around these assets are sure to be a great time. Looking forward to what gets made!
Skill
Nightmare
For Starslave in Copper
This map isn't playable for me, even on skill 0, without dying some 100 times. The only solution would be to play it in god mode and be a little more clever after that.
But it looks wonderful and is one of the most ambitious I ever played.
Skill
Easy
Very neat. I especially like the mood.
Welcome back from your mapping break!

Thanks for your efforts, and thanks for sharing!
Very nice for a first map.

There are a few bugs (lighting, misaligned textures etc) but certainly some competent brushwork, a single theme throughout the map, and a story well told.

I'm looking forward to the next map from this author!

Thanks for your efforts, and thanks for sharing!
short and sweet and fun
Skill
Hard
The compactness of this map is excellent. Maybe remove ammo and health for the (not yet existing) higher difficulties? I got stuck on some walls, those could be polished out i feel. Other than that, a great map!
Skill
Normal
Good stuff. Enjoyed it. Thank you.
It was a fun challenging and well design exeprience appreciated for a 15min of gameplay thanks for this :)

I just got stuck one time and needed to noclip when traveling arround and jump down in a place with a ground button that open the gate to access the gold keycard door
Skill
Normal
What a great map. You feel threatened and under pressure all the time without the map feeling like a big horde fight. There was far too much health and ammo for my liking so everything felt very easy. Other than that, I had a blast. Thank you.
Skill
Hard
The map is made very well, but there are some mistakes. At least on the "QSS" engine, both with vanilla models and with improved ones. In the initial corridors, including the intersection with three doors and the room with the golden door, all models move at a distance of 10 centimeters from the floor. The same thing happens with bodies and backpacks. They also float in the air. Then everything looks normal in the other rooms.
Skill
Normal
overall a great map which is fun to play.
Skill
Hard
Lots of fun, my only complaint is that maybe you are a bit too generous with pickups. The visual design is gorgeous and the end battle was a lot of fun.
Skill
Hard
I gotta say that between this and "Slave Zero X: Episode Enyo" I'm really enjoying using a mod for Quake to promote a modern take on retro shooters.

A solid gameplay mod that does a good job of changing Quake's gameplay while keeping something close to the original game's dark atmosphere.
Skill
Normal
For Bonk Jam! in Mods
Just finished rabbit's maps, which I saved for last, and boy, was this an absolute joy to play. The bonk hammer has a great learning curve and quite a lot of depth as far as movement mechanics go.
Everything else was top notch around it: the maps, the new weapon models (pure eye candy) and the armory unlock system.

This and Re:Mobilize are total game changers for how Quake can be played.

Thanks to everyone involved! You are awesome, each and everyone.
Skill
Easy
Pretty good, creates the illusion of being a large open area while still managing to be short and concise. I might have accidentally sequence-broken it (I found out by triggering some ogres in the intermission screen, lol), but in my opinion that's just a testament to the openness of the design.
Looking forward to see what they release next!
Skill
Nightmare
vodselbt
vodselbt
Wow! Thanks for the kind words Kahonk. It's exciting to see someone appreciate your work in the way you always feared people wouldn't. I knew I was risking sequence-breaks or out-of-bounds skips as I made this, but I always thought if that was something a player wanted to do then by my allowing them to do so I was still designing to support someone's idea fun. Thanks again for writing, rating, and playing!!!