Sacrilege - Full Release

Reviews 4.45 star(s) 12 reviews

this was for me a really enjoyable, great experience through gameplay, design and the way the progression was made. This came along with some secrets levels and an end boss level for me highly recommanded

I huge thanks for the people who make it possible :)
Skill
Normal
This is Shades' best work by far IMO - I had a ton of fun start to finish. I was worried the random progs dump enemies would be iffy, but it was actually fine for the most part - these maps are just a good time in general, and I really recommend this pack. I actually like the ammo scarcity on nightmare in this - previous Shades maps often had issues with the player not being able to creatively find extra resources if they ran out, but in this that's not the case at all, there's lots to explore while still being quite difficult (in a good way), and there are usually lots of additional paths that open up once you get the jump boots in most maps. The ankh/tome of power addition was also quite welcome, being able to use the dissolution bfg was a hoot, and I like all the references to the mission packs in general. Thanks for this!
Skill
Nightmare
This is something special, from the intro Doom-style map screens showing the player's progress to the world details like most of the windows being breakable for secrets.

Some of the combat setups are great, while others are a little plain. As mentioned in other reviews, the new enemy types can take some getting used to. This is the type of setup where mods like Re:Mobilize and Progs_Dump can really shine, however. When it's a full suite of maps by one author, there's a level of consistency, and after playing a ways in, I think one can more easily get into the swing of things and master the dance around each new enemy type.

I played Episode 2 first, before doing 1 then 3, mostly because I played the preview version some time back. I was happy to see that changes were made even there to take advantage of Re:Mobilize's tools as well as the jump boots. Strangely, I think that episode 1 is actually the most difficult one, mostly due to the presence of the lieutenants.

The new power up for the weapons is neat, though I've killed myself with the explosive shotgun by accident more than once. I think it's a better idea than juggling ammo types, however. I'm also not too big of a fan of the music from Quake expansions. The high pitched tone that's in the background of the track used for the Start map is a bit grating. I'm not going to dock a star for that; let's just say the expansions have never really been my cup of tea. Still, I enjoyed my time with this.

Definitely download it and give it a shot!
Skill
Hard
Top notch visuals, atmosphere and progression. Had a blast through these 3 mini episodes and loved the flavored text at the end of each section (although there are a few typos here and there).
The end fight was pretty brutal, I had to save scum it and almost ran out of ammo. It was a relief when it finally ended. 😅

Anyway, well done and thanks for the ride.
Skill
Normal
Great 3 episode mod for Quake that does custom gameplay features tastefully like new enemies, weapons, powerups and movement options. Jump boots, climbing on wire mesh and light hook grappling give some nice spice to exploration and combat movement, though I wish there would've been more interesting setup in arenas with these movement options.

Texturing and overall detailing is decent, paying homage to Quake 1 mission pack, old fps games like Heretic and Hexen. Each episode has their own theme and enemies to encounter. Really like breakable windows even if not everything is breakable, usually it is easy to see which ones are.

My playthrough was about 5 hours for all episodes. Levels are fairly short, but there is a lot of them. Feels just about perfect length for going through all of it in one go.

Rumors say that getting stuck behind some boxes on s1m1 is finally getting fixed on upcoming patch!

Awesome job Shadesmaster, a lot of effort went into making this. I had fun playing the full version finally after all these years.
Skill
Hard
That was really impressive on both a technical and creative level. Consistently high class and suspense over 3 episodes. I had fun from the first to the last minute. Thank you very much.
Skill
Hard
Viewed as a sort of "Mission Pack 3", continuing on from where Scourge and DoE put things but with a modern perspective, Sacrilege is a really good set of episodes, with its own personality (and "Doom" style handdrawn map images to start each one off to let you know where you are).
Monster variation from progs_dump is used with the right amount of self-control... although the nailgun grunts (and lieutenants/supernailgun grunts) significantly increase the difficulty level of the game.
I started out on Normal - having just completed Scourge again on Hard - and this felt harder than Scourge-on-Hard, enough that after 2 and a half levels I had to go back an restart on Easy. Easy, by contrast, feels somewhere around Scourge on Normal...

As Mazu says, part of this is that some of the enemies make things a bit quicksavey - there's a few situations where you either get the enemy in time or you lose half your health.

That said, it's always nice to see gremlins in a map - although I do think the little guys need something to make them do their interesting behaviours more often (maybe QuakeC just isn't up to it...).

I had a lot of fun with this in general, and usually if I got stuck in a level it was because I hadn't noticed a lightpanel or a climbable section because I didn't look up enough.

There's a sudden difficulty swing at the very last few levels of the game - S3M5 and Send are both much harder than the rest on Easy - and basically the only bit I had to godmode through was the final battle. (The starting battle in SEnd I needed a lot of goes at too, but I could at least see how to do it ;) .)

Anyway, charming, has gremlins, and almost entirely great on Easy, so 4/5.
Skill
Easy
Great and insanely challenging pack with fun secrets and awesome aesthetics! Main criticism would be ammo is a bit rough. Love the weapon changes and the progs_dump-yness of the enemies is generally not too overbearing except for select cases. As of the 1.0 version there are some places that can soft lock you (big one is in E3M3 due to a changelevel trigger) so be prepared to impulse 11 and noclip but should be addressed soon for the 1.1.
Skill
Nightmare
Shadesmaster
Shadesmaster
Ooh nice, yeah I was made aware of the S1M1 one but not S3M3... and for 1.1.. coop's coming as well... but ppl can use that as a sort of nightmare+
Really fun minisode! Texture work is top-notch. Gameplay is interesting--progs_dump 3 shakes up the balance when you have stuff like overpowered-but-still-frail grunts. I especially liked the "mini-shambler" knights. Great job!
I played a couple of the levels, really nice stuff. Loving the action, but those lieutenants... they really rip you a new one :)
Perfect texture, gameplay and map structure. You will have the great fun of playing it.
Amazing looking environments and simple but effective layouts. Theme feels really strong between the levels.

Difficulty and gameplay is pretty neat, fun encounters to think a bit how to deal with them. Secrets are fun to discover.

There are some boxes that you can get stuck behind in first map. Some of the monster spawns are a bit silly rng if you die or not like shambler in lightning corridor. Chthon fights are a bit silly with the prediction being so wild, but the additional monster spawns make those encounters a challenge.

Extra monsters take some time to get used to.

Really neat short episode so far, good luck on rest of the project!