The Trickster's Domain

I wasn't sure how well the metroidvania aspect was going to work going into this map, but I really liked how it turned out, and how simple the gating systems were as they tied into weapons.

I also really liked the little model of the final area with the buttons indicated just before the area itself.
Skill
Easy
Incredible map! Really interesting theme, nice encounters, clever flow and situational design. I even liked the mass encounter at the end.
Skill
Normal
Excellent map. The skybox was amazing, as was everything else.
Skill
Normal
Apart from the marvellous architecture and the great combat, I loved the idea of the Weapon Locks. Amazing how well Escher matches Quake.
Skill
Hard
top tier map, great encounters and enjoyable puzzle elements. took me 21 minutes to complete, no deaths.
Skill
Easy
I played this map three times, skill 0, 1, 0. Skill 1 because skill 0 contained some bugs Paul corrected. Skill 1 manageable for a slow player like me, skill 0 better to admire the wonderful architecture.

Remembering that I owned a MC Escher illustrated book long time ago I investigated the implementation of his art.

Even after long searching I could detect only 4 secrets including the thunderbolt. I couldn't puzzle out the secret with the pips (I had to google this, I'm from Germany), the eyes of a dice. Very clever. I'll give this another try after a break.

Great! An independent interpretation of Escher's art and a map full of suspense, thinking, shooting.

And, by the way, thank you also for "Derelict Freighter". I played this around one dozen times ....
Skill
Easy
Great aesthetic and a good show. I've been hankering for more metroidvania type maps in quake and doom from playing Metroid Doom and this shows how the same could be done in Quake.

The mirror room was an obvious high point and yes I found the secret.
Skill
Normal
This is an excellent map. Most has been already said in previous reviews. Sometimes I wish you could just turn the Perspective and go up the stairs on the wall or ceiling and keep exploring.

I liked the idea of the new weapon based gates and targets to unlock doors. Would like to see these in more maps. The only disadvantage is that you can stock up on ammunition to the maximum with these gates.

If possible I would probably try to limit the respawn of ammunition. Only respawn ammunition if the player has less than a certain amount of that type of ammunition, i.e. rockets < 10 , nails < 20 , gun < 50.
Retain the respawning of a box if player has activated the gate, regardless of the number of ammunition.
Skill
Hard
Amazing. Beautiful, fresh looking map, the skybox especially had my jaw hitting the floor, as did the
reflection room and the end arena model
. So many great ideas.

Great use of monster ambushes and jumps, felt constantly on my toes but always given fair cover, escape routes or enough room to manoeuvre . End battle was immense.

Favourite new map in a while!
Skill
Normal
Does justice to both the Escher look and Metroid gameplay+navigation in a tight package.
Skill
Nightmare
Amazing map that constantly keeps you on your toes, both in terms of combat and level design. Definitely an early highlight for 2024!
Skill
Hard
Great map! My applause!

But to be honest, I prefer your maps with houses and forests more. ;-)

The mistake I saw: after shooting at the shambler layout, megahealth did not fall to the floor in front of him, but continued to hang from the ceiling. QSS 0.94.7
Imaginative, clever, and at times comical. Excellent map design, fantastic aesthetics. Really had a great time with this one.
Skill
Normal
So far all Plaw maps are best of the best. At least to my tastes. They look great and play great, so what else to wish for. And this 4th Plaw map is no exception - flawless map. Must play for any Quake fan
Easily the best take on Escher ever made in Quake. The secrets are insanely high-effort and unique without being too obscure, and this creativity is carried into the combat setups. The overall aesthetic but especially the skybox make it one of the coolest-looking maps I've ever seen, and the ideas in the layout and routing serve this theme really well.

Plaw is raising the ceiling, except the ceiling is also the floor and all the walls.
Skill
Hard