Tremor

Reviews 4.66 star(s) 26 reviews

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
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
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
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
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
A few dark spots (with fiends hiding in them) and a possible softlock on Ironwail fails to mar what is a sublime experience.
Skill
Hard
This is exactly what I want from my Quake: solid, polished maps without crazy experiments. I can't thank all the mappers enough for keeping Quake interesting.
Skill
Hard
Really good take on the original campaign, capturing that original feeling of dungeon crawling quake had, while also doing new things. There are some parts where encounters start to get repetitive (vores), but they are still really good and unique maps.
Skill
Hard
Feels like home...
Skill
Nightmare
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
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
We need more stuff like this.
Skill
Hard
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
Banger
Skill
Normal
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
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!
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
For the most part, I have enjoyed this mod.
The level design takes a single room from original level and expands It with modern design... which for the most part works great.

An option to play this mod on DOS is a great plus.

Tremor for the most part is an excellent mod but the more you sink In It starts to drain you.
Some parts of the level design are extremely repetitive that you start to notice cracks in the mod.... you'll notice the fatigue It gives.

4/5
Skill
Nightmare
I thoroughly enjoyed what I played here and it's good to see this finally release after so long. The overall experience was good but I had a few gripes during my experience. I was able to find the secret levels for E2 and E3. This review comes from someone who considers themselves an intermediate player at Quake, and has played only a couple other custom campaigns previously.

Pros I have:
- It's amazing how well the level designers recreated the themes of the maps they were based on.
It was very fun to walk into a room and think "Hey, this reminds me of that" while at the same time marveling at how they made these rooms function differently. The setpieces and environments looked awesome.
- The scares, traps and fakeouts are really good. Opening a door and seeing a Fiend was always a treat and never felt cheap as they were placed far enough to give you time to react. I especially love the usage of complete darkness or flickering lights for many encounters. Those were the highlights of this campaign for me.

Cons I have:
- I think the levels have way too much ammo placed around.
At almost no point did I ever feel low on ammo, which in turn meant that I never really felt challenged. It feels like every room had large shells, large rockets and multiple large nails boxes; I was always topped up on every ammo type. Anytime I encountered an enemy, there would usually be some large ammo boxes nearby and It got to the point where I honestly started paying more attention to these pickups than the enemies, since I'd be thinking "What gun should I start firing at the enemy so I can get my ammos worth out of the box next to it?" I'm going to assume that the absurd amount of ammo was due to there being a Shotgun Start option, but I feel like this turns the game into a cakewalk for anyone playing the campaign normally. The only time I felt actually challenged with ammo consumption was during Episode 4, and even then, I was still always full on nails despite mostly using the SNG. I just didn't really feel like I got a Hard experience out of selecting Hard difficulty when it came to the quantity of ammo present. If you guys ever plan to do any sort of balance updates to your maps, I would seriously suggest turning a majority of the ammo throughout the campaign into small packs, and maybe removing a few nail boxes in places.
- Certain level layouts felt extremely same-y.
By the time I was halfway through the campaign, I started saying "Oh great, another cylinder-shaped level where you ascend and descend a tower collecting keys for a hub area." I don't mean to be rude about it but like it really felt like a lot of the levels had this same shape with often the same gimmick of bringing many keys to a hub area, and it got very stale after a while.
- I was soft-locked on E4M6 and had to clip out of the area to progress.
I shot a secret button that raised a lift I had just previously went down. This left me stuck in that area I came from, as all doorways in the previous rooms were sealed and the lift would no longer drop.

I'd rate this 3.5 stars (70%) if I could because I feel like the cons I presented brought down what I'd consider an otherwise perfect campaign. I believe the review I've presented is harsh but fair. Regardless, I still enjoyed what I played the majority of the time, and I look forward to any developments the team have in the future.
Skill
Hard
Finally had some time to finish tremor . I really enjoyed the maps, esp. episode 4 with its dark areas ( quad run! ) and 'the end; map were brilliant.
Played the original release (ep1)/ beginning of ep2 then upgraded to v1.02 and used that version for the rest.
will replay at some point with v1.04(or what version available then) + shotgun start
Skill
Hard