Latest reviews

Nice map with solid ideas. Still needs some playthrough enhancements but fun to play.
Only thing I find weird is the medieval vibe within an Alkaline mod, it just doesn't click.
It's like 5th episode of Quake 1 by id Software. Awesome.
Skill
Nightmare
What a blast. I love the atmosphere and look of the world. It was so much fun to explore every single corner of this world. I think this is great work and feels like it was made with love. Thanks for this!
Skill
Normal
For Peril3.0 in Mods
This mod is simply exceptional, undoubtedly the best I have experienced so far. Every map I traversed left me eager to discover the next one, especially due to its captivating medieval style that delighted the eyes at every turn.

The first level left me impressed; despite its apparent simplicity, its execution was flawless and managed to captivate me from the start. I lost count of the screenshots I took during my journey, reaching around 1000, although some of them were to document design flaws that, although minimal, did not escape my critical eye.

I chose to play it with QuakeSpasm-Spiked to make the most of the visual effects, although sometimes I faced slowdowns of up to 15 fps in certain sections, which did not affect my enjoyment of the game at all. Furthermore, the 2048x1536 resolution at 60Hz added an additional immersion to the experience.

Although I only finished it a few days ago, I already feel its absence. This mod has left an indelible mark in my memory as one of the best gaming moments I have ever experienced.
Skill
Nightmare
Sometimes it feels good to be back at base. Some really clever maps here that were simply fun to play. Particularly AlexUnder's castle map with some fun battles and routines.. Zigi's map was fun, too.
Skill
Normal
Amazing maps covering themes from all 4 episodes and beyond, all done in a weekend's worth of time. Maps that won me over were as a whole visual and gameplay package were Danz's very McGee runic and iYago's mix of Grisly Grotto with Gloom Keep. Wishing there was even more Terracota like in Doritos420's and maybe even more voids like in Milestone's + Mazu's to gawk at.

Other notable highlights that were a blast to hop around in were alexUnder's very cozy and nicely laid out daylight castle and Mazu's, particularly the long hallway quad run. I liked the addition of tight corridors and smaller arenas filled with perilous traps like in the tech bases of Maxx, Mizuki, NewHouse and OJ, where Avix and Spootnik focused on platforming on top of narrow spaces in their runic counterparts. These were some of the most fun bite sized tech base and runic maps in a while. Zetabyt and Zigi also delivered with a large scale focus like Mazu just more reserved but still had their own big fights and some fun, very well tucked away secrets, providing a very welcome vanilla feel consisting of "virescent" agony (or as a poet/wordsmith put it, a dismal greeniette) and whimsy Sandyness.

The most unique map is surely 66ppt99's, sadly the Dune references are falling on deaf ears with me as I'm not familiar with the franchise, it seems to be a multiple ending kill count scenario which we don't see a lot of but it's very welcome, and quite atmospheric too.
Skill
Nightmare
This map was a pleasant surprise. Had a lot of fun playing this map even though I don't normally like city/duke style levels in Quake.
This is one of the very few exceptions. Great gameplay and combat encounters,
Fantastic journey, it was a really memorable experience. Thank you for your effort.

Now some points of criticism, if I may:

* dismounting from ladders was really annoying

* some bits of progression were ambiguous for me, for example:

in the tower you blew a hole in, you get to pull a lever that unlocks the basement, but it's not clear which basement.. because the tower has a basement of its own.. and the other basement is really far away and it's hard to make the connection)

the central tower that you unlock with the cannons has no clear importance, if any

at the end, in the Chronosphere section, there was ambiguity with the fake lava sections that didn't damage you
Skill
Normal
YES! I've been desperately hoping for more vanilla packs like this, I'm just not into super-modern magnum opus quake maps. Commoncold's map has what I think is an error where a bunch of light sources aren't working in the small room with the stairs, unless that was intentional. I would really like to see more vanilla style stuff like this!
Yyyesss, that's it.

In the beginning I thought this would be too hard for me, the unexperienced player, even on skill 0.
But it's one of these maps which work better if the right way is known.
The second attempt was much better.

Thanx that this isn't linear. It's so interesting, the first time it was difficult to find the points for the runes.
It seems to be so real, the bar, the restroom, the streets and grids and elevators ... it's so much fun to jump around the roofs, to explore.

And, an extra point:
this soundtrack is metal as f..k, it drives me forward, on and on, and it fits so good with this small city of horror.

A matter of taste:
not the first map which makes me wonder whether it's logical that all these zombies mess around in this highly technical environment.
But, fighting on and on, there's no time for silly questions :)

Secrets 5/8, that's good with me.

It's a gas, this map.
I miss nothing with it.
Skill
Easy
Fun from start to finish. I almost wanted more when the final fight was finished!
Skill
Normal
Much to like and a couple of things I personally didn't like. On the plus side:

A nice combo of egyptian and tech.
A start map that was very fun to explore.
The main map was also very fun to explore, with loads of clever secrets.

On the minus side for me (slight spoilers, not sure if I can mark those?):

The super secret is either very annoying (if you try to make a playthrough without saves/loads) or a bit boring (if you quicksave/quickload), but it also felt off when it comes to risk vs. reward, unless I missed something. All that work to 1. Be able to RJ to a MH and 2. Double jump to a RA secret?

Didn't even finish it as the boss fight just isn't for me. More frustrating than fun.

So all in all, a very well executed map pack that just isn't for me, as I'll never finish it.
Probably the path to the "bar key" should be more obvious ;)
One of the few maps I started again right after I had played through it. And it was a completely different map. Great non-linear replay value. And you hit the Thief vibe on the head. Great. Thank you very much.
Skill
Hard
oldspider
oldspider
Thank you for your kind words!
After your release of awesome Duke Nukem Quake map I was afraid you won't release anything more. And here it is! (Btw. Muty made a nice speedrun of DNQ map.)
gw_x9
gw_x9
Awesome! Enjoy the map! (Muty = DNQ. 16 seconds! Crazy!)
I feel bad not liking this map, because the aesthetic and setup are great and I hope you do more. I would however highly encourage you to release a variation of this map that just deletes all the zombies (or like half of them and the sword nerds). I'd replay that in a heartbeat.

I spent 10-20 minutes just not finding an explosive weapon, ran into the big bar fight on the roof, and just ran out of patience for constantly getting hit by zombie gibs and hearing zombie moans.

The idea of zombies being an actual threat is unique, but I ultimately did not find it fun to play. And it pains me because the rest that I've seen so far is great.
Skill
Normal
gw_x9
gw_x9
Hey! Thanks for Playing! Yeh, bit of a gable re the zombies. (There’s actually a few ways to deal with them. Including a secret)
Loved it. I enjoyed wandering around this island exploring. Going to check out your other maps now, too!
Skill
Normal
For Starslave in Copper
Absolutely gorgeous map. Enjoyed hunting for secrets and it has a challenging learning curve in the last arena. I enjoyed the concept, although maybe the damage was too steep for lower difficulties.
Skill
Normal
Incredible feat, challenges both the player's ability to make smart combat decisions as well as quite literally break through the environment Red Faction style to reach their next destination. The signposting is there, possibly at times bare bones, it is not always clear what the next location the player is supposed to go to, leading to some backtracks, but at the end of the day the place is confined and lit well. Duke Nukem meets Half-Life as previously mentioned is quite apt for this. Looking for more non linear adventures such as this that utilise space well. In some aspects it's "vania-y", I'd say more imm-simmy, like we even have a "0451" joke if the inspiration wasn't obvious. The jump boots are the more obvious "vania" + exploration tool as a lot of the map can be skipped or be ripped wide open by sequence breaking, or hell, cheesed, not killing absolutely everyone you meet on sight again is "immsimmy" and finding shortcuts (all of this is told in the tutorial but the map is so lengthy sometimes it can be forgotten). I found 5/8 secrets, it almost felt that some of these were necessary in order to progress but the runes I think don't trigger any events (I think the earliest rune can be achieved with a pentagram as opposed to the lava powerup that's to be achieved with the jump boots). I'm always 50/50 on maps having enemies respawning/repopulating an area, it both kind of helps to figure out that you are going on the right path/you did something so it's not just a cyberpunk liminal landscape, but it can also feel tedious. I guess here to keep the pressure up since the map is quite dense it makes sense. A very good (and long!!!) adventure, hoping to see more AD breakable goodness.
Skill
Nightmare
gw_x9
gw_x9
Awesome! Glad ya enjoyed it! Thanks for taking the time to give it a go! I put a lot of thought into it! I wanted to give people (perceived) multiple options. It wasn’t ‘till finally play testing I discovered how long the map actually was!
Absolutely nails the Thief vibe, very charming, incredible use of space. Only nitpick would be that some parts of town are a little dark, we could have had a couple of the iconic steampunk-y lampposts. Couldn't find the 5th secret sadly, not entirely sure if it's in the sewer and is to be achieved with the biosuit. Either way, looking for more Thiefyness, especially Constantine's Mansion inspired.
Skill
Nightmare
oldspider
oldspider
Thank you so much! I'm planning my next map to be more System Shock-y but I will definitely return to this aesthetic in the future (with brighter lighting lol). Btw, there's no secrets in the sewer ;]