Ay, what a great release. I know that EmeraldTiger explored these ideas before in Q3... I think they're a great fit for Q1 singleplayer so I'm glad they got brought over. Reminds me of the best old missionpacks that would introduce some new crazy weapon/mechanic for the base game.
Some comments on the three new mobility thingies first.
Trampoline and light hook can be a neat solution for "the door problem" in combat. You can let the player see where they're going, but then the player has to commit. A mapper can abuse this (and some did) e.g. by spawning a bunch of mobs in around the player when they land, but there were some other well-designed fun setups using this potential.
Trampoline:
- Feels great when it's working as intended. Kind of like being able to do the Q3 overbounce bug on demand.
- It's interesting to need to look down to find a route up!
- I'm not a fan of setups that require using arcane air control and precise landing spots... finding a route is more fun for me than retrying execution.
Light hook:
- Tons of fun to have meaningful grapple use in SP!
- Arena fights with lots of big grapple targets were especially good.
- Grapple targets that are small and/or appear for a brief time feel... janky. Several times it seemed like I could get my crosshair on them and click and nothing happens.
Climbing mesh:
- Generally works great, excellent ladder-movement "feel".
- A little finicky when climbing up to the top of a wall and needing to then jump over the edge to get on top.
- Having a wall mesh reach floor-level in a combat arena is bad news. Feels terrible to be running around fighting and then suddenly stuck in glue.
And in general: If player falls, don't make them run a huge route to get back to where they were! I mean obviously I can noclip if this gets too frustrating but yeah, it's not good.
I think my favorite maps were Ranger Dynamics, RE:1M8, Waterfront Citadel, and The Yawning Temple. Mostly just because of great integration of the new mechanics into good ol' Quake SP route and combat flow. Extra bonus to RE:1M8 for getting spicy with its remix nostalgia.
Also Swamps of Heretics... I loved the way it opens up. Some jumps-from-pillars felt odd enough that I'm not sure I was doing the expected thing? It all worked out in the end though.
Beneath the Frozen Moon and Peak Memory Usage are good solid entries too. Concrete Substratum and Urn I'd class as great-but-occasionally-frustrating, mostly by being occasionally confusing on where to go. Urn also had the problem of me falling down and having to run a marathon to get back into position.
Echoes of Repercussion has a great aesthetic but several of the puzzles' execution (and a couple instances of "where do I go now?") turned out to be not my cup of tea. They seemed like the retry-over-and-over style gameplay of some kinds of platformers and speedrunning; not what I was looking for.
An Excursion to Carcosa is ... quirky.
Pretty neat! but not what I was in the mood for at the time I was working through the pack. Made a save there to come back later though. This was actually the first map I tried so it might be good to return to it now with more of a feel for the mechanics under my belt.
Good job y'all!