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I also had a lot of fun with your first Quake map and you've done it exceptionally well. I was able to find a few secrets and I was very impressed with the starting area, as well as the rest of your map. The battles were well placed and it never got boring. I also really enjoyed the jump and run sections in the room with the moving platforms. In the end, I got a little lost, but in the end I mastered the map. I'd love more of this map quality...

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Skill
Normal
R
radhsar
Thank you so much for the feedback!!!
Pretty good. Nice use of the powerups. Felt a little under-detailed for the texture set, which I thought was a bit of a shame given how nice some of the angled layout work and architectural ideas are.
Skill
Hard
Great first map! Quite linear like the description says, but the combat encounters are very fresh and fun, and the visuals are tasteful and well-constructed. I get the impression that the author has either mapped for another game or played a lot of Quake maps; if not, then it's all the more impressive! I only found 2 of the secrets, which probably made it feel more stingy with the resources (especially armour) than it otherwise would have. I also found the bit with the moving platform over slime a little annoying. Plays very well with Copper, despite the lightning gun at the end of the map, which I would have had much more cells for in vanilla. In Copper I just had to be more reserved with it, which was still fun.
Skill
Hard
S
Spacebike
Thank you for playing the map and offering your feedback. The impression I have so far is that I made most of the secrets too difficult to find. Ideally, I would have added more (and easier) secrets to balance this, but, you know, burnout and all that.

I made this map for vanilla for the sake of simplicity, but I am glad to hear that it plays well on Copper. After reading your comment, I actually played through the map once with the mod. Due to some of Copper's changes, ammo is generally scarcer than intended (especially regarding the particular weapon you mentioned), but it was still fun. The map could possibly use some more ammo in general. A minor thing I noticed while playing with Copper is that it seems to break one specific monster jump: the talented and acrobatic Grunt in the lava room can no longer quite complete his full jump, choosing instead to awkwardly tumble off the crates.
Very cool serious sam influenced map. It's heavy on the 'large fights with hordes of enemies', but each of the different fight are all interesting and unique in their setups.
Skill
Normal
This is a great map. Had a lot of fun playing this map. Never got boring, Difficulty at 'hard' was ok. Loved the quad runs that help a lot to deal with the Shamblers.

will replay to find the last secret.
Skill
Hard
Today is a really fun weekend! I'm playing my fourth high-quality map today, and this one is no exception either! The map developers probably conspired to post them all in one day.

A wonderful map, my applause for your efforts!
R
radhsar
Thank you so much for your feedback!!! glad you like it!!
Hi there, just played your map. Very foreboding athmosphere. the music makes it even more creepy. i liked the overall usage of the textures and the layout. Was able to find one of the secrets. I found the final area a little tricky to navigate as i was not able to hear the demons spawning in...in the area i tried to go back but the teleport wasnt working...I ran out of shotgun ammo i think 3 times, but this might be due to my terrible skill. The first demon right at the start killed me a couple of times im ashamed to say :D.

I look forward to playing more of your maps.
Skill
Hard
Inectha
Inectha
Hi radhsar,

Thanks a lot for taking the time to play my map and for sharing your feedback! I'm thrilled to hear that you enjoyed the atmosphere and the overall design.

I appreciate your thoughts on the final area's navigation and the difficulty with hearing the demons spawn. I'll definitely take that into consideration for future maps to ensure a smoother experience for players.

Don't worry about running out of shotgun ammo or getting taken out by the first demon – I've been there! I'm glad you had some fun with it.

I'm thinking about maybe making a second map in a similar style, like a E1M2. But we will see.
Thanks again for playing, and I look forward to hearing your thoughts on future maps.

Cheers!
This is an amazing map! It's cool done! It's good that it didn't get into the "Rotting Jam" pack and you had time to refine it to perfection. One thing only upsets - there are too many shamblers on the map and the player comes to the final battle almost empty and beaten.
Well done! It's really a huge map with meat arenas. Dude, you're a master at hiding secret areas. I found only two myself. I found five more using the "noclip" command. I didn't find two areas. But only a master of sports in jumping will be able to get to several places. The only thing upsetting is the lack of a rocket launcher. Or maybe I just didn't find it. :)))
fun map, a nice adventure though a castle and then weird shit goes down
Skill
Normal
First of all, congratulations on your first release. It's always great when creative people come around with new maps so I have something to play. Many thanks for that.



I liked the map very much, unfortunately I found it very easy on skill 2. For my taste it could use more monsters to give the great architecture more exciting fights. Killing Knights with enough room to move backwards isn´t so much fun. I found the secret, but at a time were it was useless for me. Besides that, its a wonderfull first realease. I liked the lava jumping part at the beginning. Not hard, but adds to the atmoshpere. Looking forward to your next map.
Skill
Hard
Inectha
Inectha
Thank you for your review Cpt.Gonzo. That means much to me! Your feedback is appreciated and useful for a next release of this map.
The level is well done, except for the flashing texture on the elevator at the platform with the hell knight. But there are too many extra files in the archive. It is better not to include your development files and unnecessary music tracks that are not used in the archive, because it takes up too much space.
Inectha
Inectha
Thank you for your review Andrew. Much appreciated! I plan to update this map with this and with other feedback I gather.
Loved this, one of the best episodes in Quake's mapping history. The feel and aspiration of episode 4 is celebrated, amplified and reinvented here with a great deal of care and love. Inventive trap setups, insane geometry, ambushes, ambience and music, even dreaded spawns are well utilized here to create a brutal otherworldly dimension.

Diyu in particulars bursts with ambition. A huge non linear episode-in-itself, it is like an "open world" on Quake's terms, and expertly realized at that. I've found 14 keys but funnily enough now I think that I shouldn't have indulged myself and should have left earlier after carving my own unique path. Somehow, methodical exploration diminished an overwhelming, almost mythical feel this sprawling level has. But it may be just me.

Other highlights for me were the Family Tree, Arcana and the final arena in the penultimate level. I am conflicted on usage of particles to signpost the path through the level. Sometimes they are used well, like in Diyu to indicate that an area does (or doesn't) still have a key. But sometimes these particles feel like a crutch because the area design is too convoluted or consequences of button press are not obvious.

My complimets to music artists involved, the soundtrack is a perfect kind of dark, troubled ambient that enhances the episode's atmosphere.

Thanks, zigi and Newhouse, it was a joy to play!
Skill
Hard
Rough around the edges, but deeply endearing. It brings to mind my own early level design attempts—loose ideas dreamed up in class, excitedly transcribed directly into brushwork, focusing on the fictional role or the mood of the space over its gameplay, without so much as a blockout phase. I don't know if that was the author's process, but that's the vibe I get. The occasionally fiddly geometry and weirdly specific detail flourishes speak volumes.

Their imagination and passion shines through, though—there are lots of memorable spaces and fights that make the experience a joy, even if the encounter design clearly needs work. The long foreboding corridor to the Shambler's shadowy home, or the fight on the narrow catwalks high above the warehouse floor, or the battle with a horde of Grunts/Enforcers under the dome of some kind of moon base. They all have problems with their implementation, but they all contribute something fresh and different to the experience. I've played many more competent maps that stuck in my head less than this one did.

Very cool. Excited to see more from this author.
Skill
Normal
Odd choice of sound effect for a castle do...

Ah. I see.

Go in blind.

I was going to complain about the monster count on hard but for what you're going for here... nah it's the right call. Visuals and detail won me over, exceptional.
Skill
Hard
I enjoyed this map as much as the last time I played it which I can't recall when that was.

I give it 0 clears out of how many of those fucking things are in clear alley.
Skill
Nightmare
Cute garden, very basic. Solid though I'd do more next time.
Skill
Nightmare
Some maps made me feel lost for a long time, while others were intuitive enough to play without any problems. Overall it's a good pack.
Skill
Nightmare
One of the best jams I've ever played. The massive majority of maps were of excellent quality across the board.

Excellent job!!!
Skill
Nightmare
WAR, IGNORANCE, FREEDOM

This is excellent. With Ironwail compiled from master and an uncapped framerate w/ no vsync it ran flawlessly.

I did not find all the secrets or collectibles so I'm not sure if it has an AD mega secret.

MEAT
Skill
Normal