Username: Password: Remember Me
Or would you like to register?
Screenshot of abandon
Author:MadFox
Title:Abandon
Download:abandon.zip (6354dad49756727f3a1091e65e1d8d94)
Filesize:26354 Kilobytes
Release date:11.01.2007
Homepage:http://members.home.nl/gimli/gimli20.htm
Additional Links:
Type:Partial conversion
BSP: ✔ • PAK: ✔ • PROGS.DAT: ✔ • Custom Models/Sounds: ✔

Files in the ZIP archive:
File Size Date
PROGS.DAT406 KB05.09.2005
PAK0.PAK62522 KB11.01.2007
ABAND0N.JPG99 KB07.09.2004
PROGS.QC1 KB05.09.2005
Abandon.txt8 KB11.01.2007

abandon.zip - Abandon

SP map pack with 25 levels. Impressive for its quantity, but most of the maps are bad in quality.
"If you want straight Quake1 levels, don't try this. Levels are quite irrational, with no common sense way out, arised more by intuition than logical interpretation,and never intended to publish as an official pack." Barely average.


Tags: episode, weird, abstract, huge, monsters, exploration

Editor's Rating: Average
User Rating: 3.4/5 with 14 ratings
You can NOT add ratings if you are not logged in.
danshalam 16 April 2009, 10:58
Not for lazybones @ straight fighters...
Great anticrisis addon !Will not regret.
madfox 22 July 2009, 6:58
Your comment apreciated!
D3L0R 17 February 2011, 5:56
Hi Madfox, I'm a mapper too
..I'm going to play your maps very soon cause I think we have somethin in common..
we put fantasy,creativity before barren tiresome academic skills;
So your maps are among the ones I want to try most
Cocerello Registered, rated this a 4 11 April 2013, 1:01

This expansion pack is long as hell, fun but long. All the maps are big, but their layout make that you need almost one hour to complete each. You need to remember the position of each closed door and make a mental map inside your head if you don't want to make the map last forever. If this pack had necros' mod ''ne_dynamic'' this would be hilarious and hard. I want to see that.

Brushwork wise, this pack is barely average , but the layout and interconnectivity is good, i liked that a lot too.

Worth mentioning are r2b1, r2b2 (the screenshot one), and r2b9, for their better architecture but not that good layout, while highlighting the cave part of r2b1 that make you remember of ''arwop'', that looks very beautiful, the intro map, a vast idea i would like to see a lot, and the originality of the end map.

A tip for those that want to try this pack: in r3b4 and r3b5 you need to find a hidden room to complete the level. Check the walls in the areas around the last monster you killed.

mfx Registered 30 April 2013, 3:18

Hmm, i dont know what to say, playing them for the second time in 5 yrs. Not that bad, but i´m exhausted after the 4th one, and it doesnt get any better. Still an outstanding piece of work, which was put together here. Madfox keep goin!

Madfox Registered 26 June 2013, 5:08

I must admit that this pak was more a collection of idea's I was working on. Some maps are poor, others were average. They were made with Thread, a comnmercial program I was rather keen on. I think I had not made enough attention of how to make the player explore more easily to the level. Lots of comments were made without showing a good direction. That made the levels hard to experience, reason why I added a mapname txt. Also the absence of demo's made it bastion.

I was making a remake of it, but all brushes are really out of grid. It's a wonder it compiled that days, before the release of QMap.

LeopolD Guest 13 October 2013, 9:50

Playing it right now, really enjoy it. Maybe because it is not as linear/planned-through as other big maps. It gives a different feel of exploration then all other maps I played so far. And I like the q3-orb and those reptiles:)

dBAudio Registered, rated this a 4 25 January 2014, 1:17

the maps are great works. but just when i think i'm making progress, i'm dazed & confused. for me, these would be AMAZING if they were more linear.

NightFright Registered, rated this a 3 2 March 2014, 22:58

I just played the first map, and when I still did not have even the slightest clue about where the exit could possibly be after 40 minutes, I decided to call it a day. It's admirable that the author managed to put together so many maps - but in the end, I don't see the design concept behind it. After having played SP jewels like Nehahra or Travail, this is simply no competition. Everything feels too random in its execution - but after all, that's what was stated in the description already. If you just want Quake levels to play through in general, this might be what you are looking for. Something for the toughest and most patient players out there only, I guess.

Aspokala Registered, rated this a 4 10 October 2016, 19:42

I've been planning to make a speedrun of this pack. After playing it a lot I can still find completely new routes and new items to aid me on the journey. Talk about how non-linear this quakepiece is. Even finding an exit is a challenge and on many maps it's still unknown to me how to complete them the intended way. God bless trick jumping.

dBAudio Registered, rated this a 4 14 November 2016, 2:33

so, i finally played this vast expanse of Madfox's mapping. each one was an endurance challenge, averaging about 25 minutes (excluding saves & loads) each. i really struggled to find my way in my first attempt years ago, but this time around, i felt i did great. these maps are much more linear than i remember and i was pleased with my ability to figure them all out. i did spend a few times wandering about for sometime, but the onscreen messages usually referred to a place i remembered, recognized or walked passed moments previously. some really nifty ideas in many of these maps, my faviorite being Flying Dutchman, where at one point, two ships are floating past each other in the starry sky. originally, i didn't find the rune & was still able to exit. that bummed me out, but i went back for it. **SPOILER: the rune is atop one of the passing ships. another idea i recall was the circular wind tunnel on one map, and i also liked the use of SV_gravity in the end map. i was REALLY glad to find the secret rooms that i needed to complete a couple maps, especially the one with the gold key at the bottom of a shaft. i'd like to see some of Aspokala's speed running. i 'found' some shortcuts in my playthrough but i chose to play as originally intended. overall, i found this quite enjoyable, even when i had to take a break after a map or two.

Post a Comment

Your comment will be parsed with Markdown!
Keep the comments on topic and do not post nonsense.
Did you read the file's readme?

Name
Quake was released in