Tremor

Reviews 4.91 star(s) 16 reviews

So solid! Love the care that went into the brushwork. Totally nostalgic in terms of style and level of detail, but so much that is fresh and intense about the encounters, lighting, and riffs on the classic levels. Amazing!
Skill
Hard
I don't really have words for this.

Absolutely f*cking amazing! Stellar-quality maps, close-to-perfect lighting and monster balance, good secrets of all difficulties, texture alignment better than what ID ever did, really well-made mood-setting new music and still absolutely faithful to the original!

I ran into a soft-lock, but there is a newer version... i better go have a look...

If perfect maps exist... this is really close!

Thanks for all Your hard work, thanks for sharing, and never mind the production time. It was worth it!
The map pack isn't perfect. Plus I was misled by the marketing that this is 1996 experience, which prevented me from being objective. But objectively it's a solid collection of maps. There isn't a single bad sloppy map here. Objectively! Some maps have balance issues (not enough health packs and ammo), and some maps are too confusing. But these are easily fixed with patches — in general there isn't a single bad map to throw away. So this episode is highly recommended! It's worth noting that this is the first map pack to completely replace the original game — no one has ever made a 32-map pack. Congratulations on the release! My favorite maps, one from each episode, are e1m2, e2m7, e3m3 and e4m2
Skill
Hard
Excellent mods.
The old Quake style was taken to a new level. Map design, enemies, secrets & etc. It is a real masterpiece. Thank you, Guys, for all your work and time.
My deep band.
Skill
Nightmare
Banger
Skill
Normal
It took a while but it's finally here. And it was worth the wait. Plays and feels like OG Quake turned up to 11. The brushwork, the soundtrack and the encounters are so lovely I've played through it twice already (once through Qrusty and once through vkQuake). Love it.
Skill
Hard
I admire how many new concepts you got out of the set of original Quake mechanics without adding any. Also loved the use of more extreme terrain/geometry/platforming, the use of lighting as more of a gameplay feature than a purely visual one and how you built upon the key system in e4. The maps are generally super polished and it was fun to see some parts from the original game make it in too (or areas inspired by them). I admit I haven't played a lot of Quake mods but the ones I have tried seemed to be a lot less intentional with aspects like enemy placements and tended to be more open-ended whereas this is a super well-paced set of maps in the spirit of the original. I was half-expecting a joke ending but was pleasently surprised by the final map, super creative and ties the game together nicely.

I did encounter a handful of issues though. On e3m3 I got to the gold key but couldn't pick it up as I would just phase through. Also in e3 I think there's a typo in the ending text and in e4m7 I got stuck in an infinite loop at the very end and had to noclip. I jumped into the elevator shaft from the very top, seemed to fall through the platform(?) and got teleported back to the top of the shaft, repeat.

All in all I loved playing through this. Great work and thank you for making this mod.
Skill
Hard
(Rating the 1.0 version - I suspect some of the bugs are fixed in 1.2)

This is a slightly hard project to rate - because it commits itself to recreating the spirit of each level in the original Quake, but with modern sensibilities, it also restricts the possibility available for brilliance.
It's successful, in that I think I enjoyed every map more than its original, and some of them are significantly better. However, the maps I didn't get on with in the original Quake (E4M6, for example) are still not really my favourites here.
(Generally, I also found some of the more castley levels to overstay their welcome and quite easy to get lost in - but that's also true of the original Quake maps. Similarly, E4 is not my favourite episode, and I had a lot more issues with what seemed to be trigger problems in some of these E4 maps (5 and 6 mostly, I think). I did, by contrast, think E4M7 here was really good, and one of the better maps in the pack!)

The End map is another attempt to iterate on the (confusing to new players) mechanic of the original End map. Thematically, it works much better than the original - and the new end-of-episode text is also a significant improvement, whilst remaining appropriately overblownly Lovecraftian - and also allows for some nice "wrapping up" of the entire set of episodes into a conclusion.

Ironically, I think if this hadn't been quite as tied to map-by-map cohesion with the original game, it might have gotten a 5 from me, even with the few weird trigger issues in some maps.
Skill
Easy
Great map pack. While some levels drag on a bit, none of them truly overstay their welcome. E1M7 (Chthon fight) was a bit disappointing, but the finale for every other episode were all top notch, especially Shub's level.
The only complaint besides E1M7 would be that there is occasionally, especially with the middle of Episodes 1 and 2, a feeling of missed opportunity because of how purely this mod sticks to vanilla inspiration.
Skill
Hard
We need more stuff like this.
Skill
Hard
Actually on my first playthrough I am enjoy this a lot.
Almost finished the first episode and found the secret level I can say that this mod is really amazing , hope to see a port for copper quake in the future too.
The wait was really worth , congratulations to the team behind it
Skill
Normal
Gargantuan pack, both if just playing casually or if secret hunting. On my attempt of trying to find most secrets (and often failing, roughly 50% retention on average) it was approximately 15 hours, and at times it felt like I was rushing through. You can recognise the inspirations and iconic original rooms immediately, but it's still a very fresh experience. I love the bigger scale and in some levels the added mazeyness is appreciated. Difficulty honestly felt just right, definitely harder than vanilla but not too uncomfortable, though some rooms do ask you to prioritise targets well and utilise the space around you well. I loved how tricky the secrets were, at some point there is a mapper-to-player language that can be felt logic wise, and sometimes it's downright comedic/pure intuition
(under the lift and adjacent secrets galore lol)
. Reimagined + revitalised layouts and art passes are great, and also quite moody. There can be slight ammo woes in E3 and E4, though I have also wasted a lot of ammo at times to light up dark corners / look for secrets but that's a nitpick.

Some personal favourites are probably E2M6 for its
rugpull
and E4M5 for its visuals and progression + secrets. Most ambitious map is probably E4M3, it is very open ended and honestly quite overwhelming. Also I want to mention some appreciation for E2M7 (I love that dark ceiling aesthetic for drowned/swamp castles) and E3M7, they both seem very daunting at first, many turns and a lot of swimming, but they do actually try to help you not get too lost, whereas I felt a couple of E1 and E4 maps it's very easy to get turned around in.

This pack felt like re-experiencing Quake, getting lost and immersed in the atmosphere with the beautiful soundtrack by Aleks.
Skill
Nightmare
Some incredible layouts here, I'm happy that this finally got a release. Trying to get your ammo maxed out feels a bit too easy, but other than that, gameplay is very smooth, and key progression is labeled pretty well.
Skill
Hard
I've started playing this recently and I'm really loving it! Level design and soundtrack are very oldschoolish and yet incredibly refreshing, which is the perfect experience for me. Will probably be blasting through these maps for the next 2 months \m/
Skill
Normal
1st level is my favorite base themed level, so far.
Skill
Hard
Feels like home...
Skill
Nightmare